Exemplo n.º 1
0
const std::string GUI::getTextureFileName(const ActionType & type) const
{
	std::string filename = "units/" + type.getName() + ".png";

    if (type.isTech())
    {
        filename = "command_icons/" + type.getName() + ".png";
    }
    else if (type.isUpgrade())
    {
        filename = "command_icons/" + type.getName() + ".png";
    }

	for (size_t i(0); i<filename.size(); ++i)
	{
		if (filename[i] == ' ')
		{
			filename[i] = '_';
		}
	}

	return filename;
}
Exemplo n.º 2
0
void BuildingData::queueAction(const ActionType & action)
{	
	for (size_t i=0; i<_buildings.size(); ++i)
	{
		if (_buildings[i].canBuildNow(action))
		{
			_buildings[i].queueActionType(action);
			return;
		}
	}
		
	// this method should always work since we have fast forwarded to the correct point in time
	BOSS_ASSERT(false, "Didn't find a building to queue this type of unit in: %s", action.getName().c_str());
}
Exemplo n.º 3
0
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;
}
Exemplo n.º 4
0
const FrameCountType GameState::whenBuildingPrereqReady(const ActionType & action) const
{
    FrameCountType buildingAvailableTime(0);
    const ActionType & builder = action.whatBuildsActionType();

    BOSS_ASSERT(builder.isBuilding(), "The thing that builds this is not a building");

    bool buildingIsConstructed                  = _units.getBuildingData().canBuildEventually(action);//getNumCompleted(builder) > 0;
    bool buildingInProgress                     = _units.getNumInProgress(builder) > 0;
    FrameCountType constructedBuildingFreeTime  = std::numeric_limits<int>::max()-10;
    FrameCountType buildingInProgressFinishTime = std::numeric_limits<int>::max()-10;

    BOSS_ASSERT(buildingIsConstructed || (!action.requiresAddon() && buildingInProgress), "We will never be able to build action: %s", action.getName().c_str());
    
    if (buildingIsConstructed)
    {
        constructedBuildingFreeTime  = _currentFrame + _units.getBuildingData().getTimeUntilCanBuild(action);
    }
        
    if (!action.requiresAddon() && buildingInProgress)
    {
        buildingInProgressFinishTime = _units.getFinishTime(builder);
    }

    // this will give us when the building will be free to build this action
    buildingAvailableTime = std::min(constructedBuildingFreeTime, buildingInProgressFinishTime);

    // get all prerequisites currently in progress but do not have any completed
    PrerequisiteSet prereqInProgress = _units.getPrerequistesInProgress(action);

    // remove the specific builder from this list since we calculated that earlier
    prereqInProgress.remove(builder);

    //// if we actually have some prerequisites in progress other than the building
    if (!prereqInProgress.isEmpty())
    {
        // get the max time the earliest of each type will be finished in
        FrameCountType C = _units.getFinishTime(prereqInProgress);

        // take the maximum of this value and when the building was available
        buildingAvailableTime = (C > buildingAvailableTime) ? C : buildingAvailableTime;
    }
    
    return buildingAvailableTime;
}
Exemplo n.º 5
0
// do an action, action must be legal for this not to break
std::vector<ActionType> GameState::doAction(const ActionType & action)
{
    BOSS_ASSERT(action.getRace() == _race, "Race of action does not match race of the state");

    _actionsPerformed.push_back(ActionPerformed());
    _actionsPerformed[_actionsPerformed.size()-1].actionType = action;

    BOSS_ASSERT(isLegal(action), "Trying to perform an illegal action: %s %s", action.getName().c_str(), getActionsPerformedString().c_str());
    
    // set the actionPerformed
    _actionPerformed = action;
    _actionPerformedK = 1;

    FrameCountType workerReadyTime = whenWorkerReady(action);
    FrameCountType ffTime = whenCanPerform(action);

    BOSS_ASSERT(ffTime >= 0 && ffTime < 1000000, "FFTime is very strange: %d", ffTime);

    auto actionsFinished=fastForward(ffTime);

    _actionsPerformed[_actionsPerformed.size()-1].actionQueuedFrame = _currentFrame;
    _actionsPerformed[_actionsPerformed.size()-1].gasWhenQueued = _gas;
    _actionsPerformed[_actionsPerformed.size()-1].mineralsWhenQueued = _minerals;

    // how much time has elapsed since the last action was queued?
    FrameCountType elapsed(_currentFrame - _lastActionFrame);
    _lastActionFrame = _currentFrame;

    BOSS_ASSERT(canAffordMinerals(action),   "Minerals less than price: %ld < %d, ffTime=%d %s", _minerals, action.mineralPrice(), (int)elapsed, action.getName().c_str());
    BOSS_ASSERT(canAffordGas(action),       "Gas less than price: %ld < %d, ffTime=%d %s", _gas, action.gasPrice(), (int)elapsed, action.getName().c_str());

    // modify our resources
    _minerals   -= action.mineralPrice();
    _gas        -= action.gasPrice();

    // do race specific things here
    if (getRace() == Races::Protoss)
    {
        _units.addActionInProgress(action, _currentFrame + action.buildTime());    
    }
    else if (getRace() == Races::Terran)
    {
        if (action.isBuilding() && !action.isAddon())
        {
            if (getNumMineralWorkers() == 0)
            {
                std::cout << toString() << std::endl;
            }

            BOSS_ASSERT(getNumMineralWorkers() > 0, "Don't have any mineral workers to assign");
            _units.setBuildingWorker();
        }

        _units.addActionInProgress(action, _currentFrame + action.buildTime());
    }
    else if (getRace() == Races::Zerg)
    {
     	//  zerg must subtract a larva if the action was unit creation
    	if (action.isUnit() && !action.isBuilding()) 
        {
            if (action.isMorphed())
            {
                _units.morphUnit(action.whatBuildsActionType(), action, _currentFrame + action.buildTime());   
            }
            else
            {
                BOSS_ASSERT(getHatcheryData().numLarva() > 0, "We should have a larva to use");
                _units.getHatcheryData().useLarva();
                _units.addActionInProgress(action, _currentFrame + action.buildTime());
            }
     	}
     	else if (action.isBuilding())
     	{
            _units.morphUnit(action.whatBuildsActionType(), action, _currentFrame + action.buildTime());
     	}
        else
        {
            // if it's not a unit or a building it's a tech so we queue it normally
            _units.addActionInProgress(action, _currentFrame + action.buildTime());
        }
     }

	return actionsFinished;
}