예제 #1
0
// gets called every frame from GameCommander
void BuildingManager::update() 
{
	// Step through building logic, issue orders, manage data as necessary
	//drawBuildingInformation(340, 50);
	
	// check to see if assigned workers have died en route or while constructing
	validateWorkersAndBuildings();	

	// assign workers to the unassigned buildings and label them 'planned'
	assignWorkersToUnassignedBuildings();

	// for each planned building, if the worker isn't constructing, send the command
	constructAssignedBuildings();

	// check to see if any buildings have started construction and update data structures
	checkForStartedConstruction();

	// if we are terran and a building is under construction without a worker, assign a new one
	checkForDeadTerranBuilders();

	// check to see if any buildings have completed and update data structures
	checkForCompletedBuildings();

	// draw some debug information
	//BuildingPlacer::Instance().drawReservedTiles();

}
예제 #2
0
// gets called every frame from GameCommander
void BuildingManager::onFrame()
{
    for (auto & unit : m_bot.UnitInfo().getUnits(Players::Self))
    {
        // filter out units which aren't buildings under construction
        if (m_bot.Data(unit.unit_type).isBuilding)
        {
            std::stringstream ss;
            ss << unit.tag;
            m_bot.Map().drawText(unit.pos, ss.str());
        }
    }

    validateWorkersAndBuildings();          // check to see if assigned workers have died en route or while constructing
    assignWorkersToUnassignedBuildings();   // assign workers to the unassigned buildings and label them 'planned'    
    constructAssignedBuildings();           // for each planned building, if the worker isn't constructing, send the command    
    checkForStartedConstruction();          // check to see if any buildings have started construction and update data structures    
    checkForDeadTerranBuilders();           // if we are terran and a building is under construction without a worker, assign a new one    
    checkForCompletedBuildings();           // check to see if any buildings have completed and update data structures

    drawBuildingInformation();
}