// only used for adding existing buildings from a BWAPI Game * object void UnitData::addCompletedBuilding(const ActionType & action, const FrameCountType timeUntilFree, const ActionType & constructing, const ActionType & addon) { _numUnits[action.ID()] += action.numProduced(); _maxSupply += action.supplyProvided(); // if it's an extractor if (action.isRefinery()) { // take those workers from minerals and put them into it _mineralWorkers -= 3; _gasWorkers += 3; } // if it's a building that can produce units, add it to the building data if (action.isBuilding() && !action.isSupplyProvider()) { _buildings.addBuilding(action, timeUntilFree, constructing, addon); } // special case for hatcheries if (action.isBuilding() && (action.getUnitType() == BWAPI::UnitTypes::Zerg_Hatchery)) { _hatcheryData.addHatchery(1); } }
void UnitData::removeCompletedAction(const ActionType & action) { //Logger::LogAppendToFile(BOSS_LOGFILE, "Unit removed " + action.getName()); const static ActionType Lair = ActionTypes::GetActionType("Zerg_Lair"); const static ActionType Hive = ActionTypes::GetActionType("Zerg_Hive"); _numUnits[action.ID()] -= action.numProduced(); // a lair or hive from a hatchery don't produce additional supply if (action != Lair && action != Hive) { _maxSupply -= action.supplyProvided(); } if (action.isWorker()) { if (_mineralWorkers > 0) { _mineralWorkers--; } else if (_gasWorkers > 0) { _gasWorkers--; } } // if it's an extractor if (action.isRefinery()) { // take those workers from minerals and put them into it _mineralWorkers += 3; _gasWorkers -= 3; } BOSS_ASSERT(_mineralWorkers >= 0, "Can't have negative mineral workers"); BOSS_ASSERT(_gasWorkers >= 0, "Can't have negative gas workers"); // if it's a building that can produce units, add it to the building data if (action.isBuilding() && !action.isSupplyProvider()) { if (!action.isMorphed()) { _buildings.removeBuilding(action, ActionTypes::None); } } // special case for hatcheries if (action.isBuilding() && (action.getUnitType() == BWAPI::UnitTypes::Zerg_Hatchery)) { _hatcheryData.removeHatchery(); } }
void UnitData::addCompletedAction(const ActionType & action, bool wasBuilt) { const static ActionType Lair = ActionTypes::GetActionType("Zerg_Lair"); const static ActionType Hive = ActionTypes::GetActionType("Zerg_Hive"); _numUnits[action.ID()] += action.numProduced(); if (wasBuilt) { // a lair or hive from a hatchery don't produce additional supply if (action != Lair && action != Hive) { _maxSupply += action.supplyProvided(); } } else { _maxSupply += action.supplyProvided(); } if (action.isWorker()) { _mineralWorkers++; } // if it's an extractor if (action.isRefinery()) { // take those workers from minerals and put them into it _mineralWorkers -= 3; _gasWorkers += 3; } // if it's a building that can produce units, add it to the building data if (action.isBuilding() && !action.isSupplyProvider()) { if (!action.isMorphed()) { _buildings.addBuilding(action, ActionTypes::None); } } // special case for hatcheries if (action.isBuilding() && (action.getUnitType() == BWAPI::UnitTypes::Zerg_Hatchery)) { _hatcheryData.addHatchery(wasBuilt ? 1 : 3); } }
// recursively checks the tech tree of Action and sets each to have goalMax of 1 void DFBB_BuildOrderSmartSearch::recurseOverStrictDependencies(const ActionType & actionType) { if (actionType.isResourceDepot() || actionType.isWorker() || actionType.isSupplyProvider() || actionType.isRefinery()) { return; } PrerequisiteSet recursivePrerequisites = actionType.getRecursivePrerequisites(); for (size_t a(0); a < recursivePrerequisites.size(); ++a) { const ActionType & actionType = recursivePrerequisites.getActionType(a); if (actionType.isResourceDepot() ||actionType.isWorker() || actionType.isSupplyProvider() || actionType.isRefinery()) { continue; } _goal.setGoalMax(actionType, std::max((UnitCountType)1, _goal.getGoalMax(actionType))); } }
bool GameState::whyIsNotLegal(const ActionType & action) const { const size_t numRefineries = _units.getNumTotal(ActionTypes::GetRefinery(getRace())); const size_t numDepots = _units.getNumTotal(ActionTypes::GetResourceDepot(getRace())); const size_t refineriesInProgress = _units.getNumInProgress(ActionTypes::GetRefinery(getRace())); // we can never build a larva static const ActionType & Zerg_Larva = ActionTypes::GetActionType("Zerg_Larva"); if (action == Zerg_Larva) { std::cout << "WhyNotLegal: " << action.getName() << " - Cannot build a Larva" << std::endl; return false; } // check if the tech requirements are met if (!_units.hasPrerequisites(action.getPrerequisites())) { std::cout << "WhyNotLegal: " << action.getName() << " - Tech requirements not met" << std::endl; return false; } // if it's a unit and we are out of supply and aren't making an overlord, it's not legal if (!action.isMorphed() && ((_units.getCurrentSupply() + action.supplyRequired()) > (_units.getMaxSupply() + _units.getSupplyInProgress()))) { std::cout << "WhyNotLegal: " << action.getName() << " - Not enough supply to construct" << std::endl; return false; } // specific rule for never leaving 0 workers on minerals if (action.isRefinery() && (getNumMineralWorkers() <= 4)) { std::cout << "WhyNotLegal: " << action.getName() << " - Cannot leave 0 workers on minerals" << std::endl; return false; } // if it's a new building and no drones are available, it's not legal if (!action.isMorphed() && action.isBuilding() && (getNumMineralWorkers() <= 1) && (getNumBuildingWorkers() == 0)) { std::cout << "WhyNotLegal: " << action.getName() << " - No building worker available" << std::endl; return false; } // we can't build a building with our last worker if (!action.isMorphed() && action.isBuilding() && (getNumMineralWorkers() <= 1 + 3*refineriesInProgress) && (getNumBuildingWorkers() == 0)) { std::cout << "WhyNotLegal: " << action.getName() << " - Can't build with last worker" << std::endl; return false; } // if we have no gas income we can't make a gas unit if (!canAffordGas(action) && !_units.hasGasIncome()) { std::cout << "WhyNotLegal: " << action.getName() << " - No gas income for gas unit" << std::endl; return false; } // if we have no mineral income we'll never have a minerla unit if (!canAffordMinerals(action) && !_units.hasMineralIncome()) { std::cout << "WhyNotLegal: " << action.getName() << " - No mineral income" << std::endl; return false; } // don't build more refineries than resource depots if (action.isRefinery() && (numRefineries >= numDepots)) { std::cout << "WhyNotLegal: " << action.getName() << " - Can't have more refineries than depots" << std::endl; return false; } // we don't need to go over the maximum supply limit with supply providers if (action.isSupplyProvider() && (_units.getMaxSupply() + _units.getSupplyInProgress() >= 400)) { std::cout << "WhyNotLegal: " << action.getName() << " - Can't go over max supply bound with providers" << std::endl; return false; } if (action.isTech() && getUnitData().getNumTotal(action) > 0) { std::cout << "WhyNotLegal: " << action.getName() << " - Can't produce additional copy of tech" << std::endl; return false; } return true; }
bool GameState::isLegal(const ActionType & action) const { const size_t numRefineries = _units.getNumTotal(ActionTypes::GetRefinery(getRace())); const size_t numDepots = _units.getNumTotal(ActionTypes::GetResourceDepot(getRace())); const size_t refineriesInProgress = _units.getNumInProgress(ActionTypes::GetRefinery(getRace())); // we can never build a larva static const ActionType & Zerg_Larva = ActionTypes::GetActionType("Zerg_Larva"); if (action == Zerg_Larva) { return false; } // check if the tech requirements are met if (!_units.hasPrerequisites(action.getPrerequisites())) { return false; } // if it's a unit and we are out of supply and aren't making an overlord, it's not legal if (!action.isMorphed() && !action.isSupplyProvider() && ((_units.getCurrentSupply() + action.supplyRequired()) > (_units.getMaxSupply() + _units.getSupplyInProgress()))) { return false; } // TODO: require an extra for refineries byt not buildings // rules for buildings which are built by workers if (action.isBuilding() && !action.isMorphed() && !action.isAddon()) { // be very strict about when we can make refineries to ensure we have enough workers to go in gas if (action.isRefinery() && (getNumMineralWorkers() <= (4 + 3*refineriesInProgress))) { return false; } int workersPerRefinery = 3; int workersRequiredToBuild = getRace() == Races::Protoss ? 0 : 1; int buildingIsRefinery = action.isRefinery() ? 1 : 0; int candidateWorkers = getNumMineralWorkers() + _units.getNumInProgress(ActionTypes::GetWorker(getRace())) + getNumBuildingWorkers(); int workersToBeUsed = workersRequiredToBuild + workersPerRefinery*(refineriesInProgress); if (candidateWorkers < workersToBeUsed) { return false; } } // if we have no gas income we can't make a gas unit if (!canAffordGas(action) && !_units.hasGasIncome()) { return false; } // if we have no mineral income we'll never have a minerla unit if (!canAffordMinerals(action) && !_units.hasMineralIncome()) { return false; } // don't build more refineries than resource depots if (action.isRefinery() && (numRefineries >= numDepots)) { return false; } // we don't need to go over the maximum supply limit with supply providers if (action.isSupplyProvider() && (_units.getMaxSupply() + _units.getSupplyInProgress() > 400)) { return false; } // can only build one of a tech type if (action.isTech() && getUnitData().getNumTotal(action) > 0) { return false; } // check to see if an addon can ever be built if (action.isAddon() && !_units.getBuildingData().canBuildEventually(action) && (_units.getNumInProgress(action.whatBuildsActionType()) == 0)) { return false; } return true; }