// 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)));
    }
}
Exemplo n.º 2
0
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();
	}
}
Exemplo n.º 3
0
void UnitData::morphUnit(const ActionType & from, const ActionType & to, const FrameCountType & completionFrame)
{
    BOSS_ASSERT(getNumCompleted(from) > 0, "Must have the unit type to morph it");
    _numUnits[from.ID()]--;
    _currentSupply -= from.supplyRequired();

    if (from.isWorker())
    {
        BOSS_ASSERT(_mineralWorkers > 0, "Need mineral worker");
        _mineralWorkers--;
    }

    addActionInProgress(to, completionFrame);
}
Exemplo n.º 4
0
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);
    }
}