コード例 #1
0
ファイル: MeleeManager.cpp プロジェクト: leosurwiki/524Combat
	// get the attack priority of a type in relation to a zergling
int MeleeManager::getAttackPriority(BWAPI::Unit attacker, BWAPI::Unit unit) 
{
	BWAPI::UnitType type = unit->getType();

    if (attacker->getType() == BWAPI::UnitTypes::Protoss_Dark_Templar 
        && unit->getType() == BWAPI::UnitTypes::Terran_Missile_Turret
        && (BWAPI::Broodwar->self()->deadUnitCount(BWAPI::UnitTypes::Protoss_Dark_Templar) == 0))
    {
        return 13;
    }

	if (attacker->getType() == BWAPI::UnitTypes::Protoss_Dark_Templar && unit->getType().isWorker())
	{
		return 12;
	}

	// highest priority is something that can attack us or aid in combat
    if (type ==  BWAPI::UnitTypes::Terran_Bunker)
    {
        return 11;
    }
    else if (type == BWAPI::UnitTypes::Terran_Medic || 
		(type.groundWeapon() != BWAPI::WeaponTypes::None && !type.isWorker()) || 
		type ==  BWAPI::UnitTypes::Terran_Bunker ||
		type == BWAPI::UnitTypes::Protoss_High_Templar ||
		type == BWAPI::UnitTypes::Protoss_Reaver ||
		(type.isWorker() && unitNearChokepoint(unit))) 
	{
		return 10;
	} 
	// next priority is worker
	else if (type.isWorker()) 
	{
		return 9;
	}
    // next is special buildings
	else if (type == BWAPI::UnitTypes::Zerg_Spawning_Pool)
	{
		return 5;
	}
	// next is special buildings
	else if (type == BWAPI::UnitTypes::Protoss_Pylon)
	{
		return 5;
	}
	// next is buildings that cost gas
	else if (type.gasPrice() > 0)
	{
		return 4;
	}
	else if (type.mineralPrice() > 0)
	{
		return 3;
	}
	// then everything else
	else
	{
		return 1;
	}
}
コード例 #2
0
	// get the attack priority of a type in relation to a zergling
int RangedManager::getAttackPriority(BWAPI::UnitInterface* rangedUnit, BWAPI::UnitInterface* target) 
{
	BWAPI::UnitType rangedUnitType = rangedUnit->getType();
	BWAPI::UnitType targetType = target->getType();

	bool canAttackUs = rangedUnitType.isFlyer() ? targetType.airWeapon() != BWAPI::WeaponTypes::None : targetType.groundWeapon() != BWAPI::WeaponTypes::None;

	

	// highest priority is something that can attack us or aid in combat
	if (targetType == BWAPI::UnitTypes::Terran_Medic || canAttackUs ||
		targetType ==  BWAPI::UnitTypes::Terran_Bunker) 
	{
		return 3;
	} 
	// next priority is worker
	else if (targetType.isWorker()) 
	{
		return 2;
	} 
	// then everything else
	else 
	{
		return 1;
	}
}
コード例 #3
0
// get the attack priority of a type in relation to a zergling
int LurkerManager::getAttackPriority(BWAPI::Unit LurkerUnit, BWAPI::Unit target)
{
	BWAPI::UnitType LurkerType = LurkerUnit->getType();
	BWAPI::UnitType targetType = target->getType();

	bool isThreat = LurkerType.isFlyer() ? targetType.airWeapon() != BWAPI::WeaponTypes::None : targetType.groundWeapon() != BWAPI::WeaponTypes::None;

	if (target->getType().isWorker())
	{
		isThreat = false;
	}

	if (target->getType() == BWAPI::UnitTypes::Zerg_Larva || target->getType() == BWAPI::UnitTypes::Zerg_Egg)
	{
		return 0;
	}

	// if the target is building something near our base something is fishy
	BWAPI::Position ourBasePosition = BWAPI::Position(BWAPI::Broodwar->self()->getStartLocation());
	if (target->getType().isWorker() && (target->isConstructing() || target->isRepairing()) && target->getDistance(ourBasePosition) < 1200)
	{
		return 100;
	}

	if (target->getType().isBuilding() && (target->isCompleted() || target->isBeingConstructed()) && target->getDistance(ourBasePosition) < 1200)
	{
		return 90;
	}

	// highest priority is something that can attack us or aid in combat
	if (targetType == BWAPI::UnitTypes::Terran_Bunker || isThreat)
	{
		return 11;
	}
	// next priority is worker
	else if (targetType.isWorker())
	{
		return 11;
	}
	// next is special buildings
	else if (targetType == BWAPI::UnitTypes::Protoss_Pylon)
	{
		return 5;
	}
	// next is buildings that cost gas
	else if (targetType.gasPrice() > 0)
	{
		return 4;
	}
	else if (targetType.mineralPrice() > 0)
	{
		return 3;
	}
	// then everything else
	else
	{
		return 50;
	}
}
コード例 #4
0
ファイル: ActionTypeData.cpp プロジェクト: Cdingram/GGEZ-Bot
// UnitType constructor
ActionTypeData::ActionTypeData(BWAPI::UnitType t, const ActionID id) 
	: type                      (UnitType)
	, unit                      (t)
    , raceID                    (GetRaceID(t.getRace()))
	, actionID                  (id)
	, mineralPriceVal           (t.mineralPrice() * Constants::RESOURCE_SCALE)
	, gasPriceVal               (t.gasPrice() * Constants::RESOURCE_SCALE)
	, supplyRequiredVal         (t.supplyRequired())
	, supplyProvidedVal         (t.supplyProvided())
	, buildTimeVal              (t.buildTime())
	, numberProduced            (1)
	, name                      (t.getName())
	, metaName                  (t.getName())
	, building                  (t.isBuilding())
	, worker                    (t.isWorker())
	, refinery                  (t.isRefinery())
	, resourceDepot             (t.isResourceDepot())
	, supplyProvider            (t.supplyProvided() > 0 && !t.isResourceDepot())
	, canProduceBool            (t.isBuilding() && t.canProduce())
	, canAttackBool             (t.canAttack())
	, whatBuildsUnitType        (t.whatBuilds().first)
    , addon                     (t.isAddon())
    , morphed                   (false)
    , reqAddon                  (false)
    , reqAddonID                (0)
{
	if (t == BWAPI::UnitTypes::Zerg_Zergling || t == BWAPI::UnitTypes::Zerg_Scourge)
	{
		numberProduced = 2;
	}

    if (t == BWAPI::UnitTypes::Zerg_Lair ||
        t == BWAPI::UnitTypes::Zerg_Hive ||
        t == BWAPI::UnitTypes::Zerg_Greater_Spire ||
        t == BWAPI::UnitTypes::Zerg_Lurker ||
        t == BWAPI::UnitTypes::Zerg_Guardian ||
        t == BWAPI::UnitTypes::Zerg_Sunken_Colony ||
        t == BWAPI::UnitTypes::Zerg_Spore_Colony)
    {
        morphed = true;
    }

    setShortName();
}
コード例 #5
0
ファイル: RangedManager.cpp プロジェクト: pineal/SC_AI_Flash
int RangedManager::getPriorityDefault(BWAPI::Unit rangedUnit, BWAPI::Unit target)
{
	BWAPI::UnitType rangedType = rangedUnit->getType();
	BWAPI::UnitType targetType = target->getType();

	if (target->getType() == BWAPI::UnitTypes::Zerg_Overlord)
		return 1;

	if (target->getType() == BWAPI::UnitTypes::Protoss_Photon_Cannon 
	 || target->getType() == BWAPI::UnitTypes::Zerg_Sunken_Colony)
	{
		return 8;
	}
	if (rangedUnit->getType() == BWAPI::UnitTypes::Zerg_Scourge)
	{
		if (target->getType() == BWAPI::UnitTypes::Protoss_Carrier)
		{

			return 100;
		}

		if (target->getType() == BWAPI::UnitTypes::Protoss_Corsair)
		{
			return 90;
		}
	}

	bool isThreat = rangedType.isFlyer() ? targetType.airWeapon() != BWAPI::WeaponTypes::None : targetType.groundWeapon() != BWAPI::WeaponTypes::None;

	if (target->getType().isWorker())
	{
		isThreat = false;
	}

	if (target->getType() == BWAPI::UnitTypes::Zerg_Larva || target->getType() == BWAPI::UnitTypes::Zerg_Egg)
	{
		return 0;
	}

	if (rangedUnit->isFlying() && target->getType() == BWAPI::UnitTypes::Protoss_Carrier)
	{
		return 101;
	}	// if the target is building something near our base something is fishy


	// highest priority is something that can attack us or aid in combat
	if (targetType == BWAPI::UnitTypes::Terran_Bunker || isThreat)
	{
		return 11;
	}
	// next priority is worker
	else if (targetType.isWorker())
	{
		if (order.getType() != SquadOrderTypes::Defend&&BWTA::getRegion(rangedUnit->getPosition()) != BWTA::getRegion(BWAPI::Broodwar->self()->getStartLocation()))
		{
			return 4;
		}
		else
			return 1;
	}
	// next is special buildings
	else if (targetType == BWAPI::UnitTypes::Zerg_Spawning_Pool)
	{
		return 5;
	}
	// next is special buildings
	else if (targetType == BWAPI::UnitTypes::Protoss_Pylon)
	{
		return 5;
	}
	// next is buildings that cost gas
	else if (targetType.gasPrice() > 0)
	{
		return 4;
	}
	else if (targetType.mineralPrice() > 0)
	{
		return 3;
	}
	// then everything else
	else
	{
		return 1;
	}
}
コード例 #6
0
int InterceptorManager::getPriorityDefault(BWAPI::Unit rangedUnit, BWAPI::Unit target)
{
	BWAPI::UnitType rangedType = rangedUnit->getType();
	BWAPI::UnitType targetType = target->getType();

	if (target->getType() == BWAPI::UnitTypes::Protoss_Photon_Cannon 
	 || target->getType() == BWAPI::UnitTypes::Zerg_Sunken_Colony)
	{
		return 8;
	}
	if (rangedUnit->getType() == BWAPI::UnitTypes::Zerg_Scourge)
	{
		if (target->getType() == BWAPI::UnitTypes::Protoss_Carrier)
		{

			return 100;
		}

		if (target->getType() == BWAPI::UnitTypes::Protoss_Corsair)
		{
			return 90;
		}
	}

	bool isThreat = rangedType.isFlyer() ? targetType.airWeapon() != BWAPI::WeaponTypes::None : targetType.groundWeapon() != BWAPI::WeaponTypes::None;

	if (target->getType().isWorker())
	{
		isThreat = false;
	}

	if (target->getType() == BWAPI::UnitTypes::Zerg_Larva || target->getType() == BWAPI::UnitTypes::Zerg_Egg)
	{
		return 0;
	}

	if (rangedUnit->isFlying() && target->getType() == BWAPI::UnitTypes::Protoss_Carrier)
	{
		return 101;
	}

	// if the target is building something near our base something is fishy
	BWAPI::Position ourBasePosition = BWAPI::Position(BWAPI::Broodwar->self()->getStartLocation());
	if (target->getType().isWorker() && (target->isConstructing() || target->isRepairing()) && target->getDistance(ourBasePosition) < 1200)
	{
		return 100;
	}

	if (target->getType().isBuilding() && (target->isCompleted() || target->isBeingConstructed()) && target->getDistance(ourBasePosition) < 1200)
	{
		return 90;
	}

	// highest priority is something that can attack us or aid in combat
	if (targetType == BWAPI::UnitTypes::Terran_Bunker || isThreat)
	{
		return 11;
	}
	// next priority is worker
	else if (targetType.isWorker())
	{
		if (rangedUnit->getType() == BWAPI::UnitTypes::Terran_Vulture)
		{
			return 11;
		}

		return 11;
	}
	// next is special buildings
	else if (targetType == BWAPI::UnitTypes::Zerg_Spawning_Pool)
	{
		return 5;
	}
	// next is special buildings
	else if (targetType == BWAPI::UnitTypes::Protoss_Pylon)
	{
		return 5;
	}
	// next is buildings that cost gas
	else if (targetType.gasPrice() > 0)
	{
		return 4;
	}
	else if (targetType.mineralPrice() > 0)
	{
		return 3;
	}
	// then everything else
	else
	{
		return 1;
	}
}
コード例 #7
0
/// Returns target attack priority.
/// Returned value must be greater than 0
int BattlecruiserManagerExt::getAttackPriority(BWAPI::Unit * selectedUnit, BWAPI::Unit * target)
{
	BWAPI::UnitType selectedUnitType = selectedUnit->getType();
	BWAPI::UnitType targetType = target->getType();

	bool canAttackUs = targetType.airWeapon() != BWAPI::WeaponTypes::None;
	int selectedUnitWeaponRange = selectedUnitType.groundWeapon().maxRange();		// 160, Concussive
	int targetWeaponRange = targetType.groundWeapon().maxRange();


	// Detectors are top priority but Photon Cannons are too strong
	if (targetType == BWAPI::UnitTypes::Protoss_Carrier)
	{
		useYamatoGun(selectedUnit, target);
		return 99;
	}
	else if (targetType.isDetector()
		&& targetType != BWAPI::UnitTypes::Protoss_Photon_Cannon)
	{
		useYamatoGun(selectedUnit, target);
		return 100;
	}
	// Larvas are low priority targets
	else if (targetType == BWAPI::UnitTypes::Zerg_Larva
		|| targetType == BWAPI::UnitTypes::Protoss_Interceptor)
	{
		return 1;
	}
	else if (targetType == BWAPI::UnitTypes::Protoss_Pylon)
	{
		return 3;
	}
	else if ((targetType.isBuilding()) && !(targetType.canAttack()))
	{
		return 2;
	}
	// Workers are priority over ground units and buildings
	else if (targetType.isWorker())
	{
		return 4;
	}
	else if (isTurret(target))
	{
		// Attack tower if in its weapon range
		// Otherwise attack something else
		if (target->isInWeaponRange(selectedUnit))
		{
			return 5;
		}
		else
		{
			return 1;
		}
	}
	// Anti air units are top priority
	else if (canAttackUs)
	{
		return selectedUnitWeaponRange + 10;
	}
	else
	{
		return 1;
	}
}