void DFBB_BuildOrderSearchParameters::setRepetitionThreshold(const ActionType & a, const UnitCountType & thresh)	
{ 
    BOSS_ASSERT(a.ID() >= 0 && a.ID() < repetitionThresholds.size(), "Action type not valid");
    BOSS_ASSERT(a.getRace() == race, "Action type race doesn't match this parameter object");

    repetitionThresholds[a.ID()] = thresh; 
}
Пример #2
0
const bool BuildingStatus::canBuildNow(const ActionType & action) const
{
    if (_timeRemaining > 0)
    {
        return false;
    }

    if (!_type.canBuild(action))
    {
        return false;
    }

    if (action.isAddon() && (_addon != ActionTypes::None))
    {
        return false;
    }

    if (action.requiresAddon() && (_addon != action.requiredAddonType()))
    {
        return false;
    }


    return true;
}
Пример #3
0
ActionType UnitData::finishNextActionInProgress() 
{	
	// get the actionUnit from the progress data
	ActionType action = _progress.nextAction();

	// add the unit to the unit counter
	addCompletedAction(action);
			
	// pop it from the progress vector
	_progress.popNextAction();
			
	if (getRace() == Races::Terran)
	{
		// if it's a building, release the worker back
		if (action.isBuilding() && !action.isAddon())
		{
			releaseBuildingWorker();
		}
	}
	else if (getRace() == Races::Zerg)
	{
        const static ActionType hatchery = ActionTypes::GetActionType("Zerg_Hatchery");

	}

	return action;
}
Пример #4
0
void runActionState(ActionType& action) {

    action.setState(ActionType::State::WALK);
    runAllAction(action);
    
    action.setState(ActionType::State::RUN);
    runAllAction(action);
    
    action.setState(ActionType::State::SLEEP);
    runAllAction(action);
    
}
Пример #5
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();
	}
}
Пример #6
0
// 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);
    }
}
Пример #7
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);
}
Пример #8
0
const PrerequisiteSet UnitData::getPrerequistesInProgress(const ActionType & action) const
{
    PrerequisiteSet inProgress;

    for (size_t a(0); a<action.getPrerequisites().size(); ++a)
    {
        const ActionType & actionType = action.getPrerequisites().getActionType(a);
        if (getNumInProgress(actionType) > 0 && getNumCompleted(actionType) == 0)
        {
            inProgress.add(actionType);
        }
    } 

    return inProgress;
}
Пример #9
0
const FrameCountType GameState::whenSupplyReady(const ActionType & action) const
{
    int supplyNeeded = action.supplyRequired() + _units.getCurrentSupply() - _units.getMaxSupply();
    if (supplyNeeded <= 0)
    {
        return getCurrentFrame();
    }

    FrameCountType whenSupplyReady = _currentFrame;

    if (supplyNeeded > 0)
    {
        FrameCountType min = 99999;

        // if we don't have the resources, this action would only be legal if there is an
        // overlord in progress, so check to see when the first overlord will finish
        for (int i(0); i<_units.getNumActionsInProgress(); ++i)
        {
            // so, if the unit provides the supply we need
            if (_units.getActionInProgressByIndex(i).supplyProvided() > supplyNeeded)
            {
                // set 'min' to the min of these times
                min = (_units.getFinishTimeByIndex(i) < min) ? _units.getFinishTimeByIndex(i) : min;
            }

            // then set supply time to min
            whenSupplyReady = min;
        }
    }

    return whenSupplyReady;
}
Пример #10
0
const FrameCountType GameState::whenPrerequisitesReady(const ActionType & action) const
{
    if (action == ActionTypes::GetActionType("Protoss_Dark_Templar"))
    {
        int a = 6;
    }

    FrameCountType preReqReadyTime = _currentFrame;

    // if a building builds this action
    if (action.whatBuildsIsBuilding())
    {
        // get when the building / prereqs will be ready
        preReqReadyTime = whenBuildingPrereqReady(action);
    }
    // otherwise something else builds this action so we don't worry about buildings
    else
    {
        // if requirement in progress (and not already made), set when it will be finished
        PrerequisiteSet reqInProgress = _units.getPrerequistesInProgress(action);

        // if it's not empty, check when they will be done
        if (!reqInProgress.isEmpty())
        {
            preReqReadyTime = _units.getFinishTime(reqInProgress);
        }
    }

    return preReqReadyTime;
}
Пример #11
0
 void ActionSet::addAction(const ActionType& action) {
     if (action == ActionType::anyAction) {
         addAllActions();
         return;
     }
     _actions.set(action.getIdentifier(), true);
 }
Пример #12
0
void GameState::removeCompletedAction(const ActionType & action, const size_t num)
{
	for (size_t i(0); i < num; ++i)
	{
		_units.setCurrentSupply(_units.getCurrentSupply() - action.supplyRequired());
		_units.removeCompletedAction(action);
	}
}
Пример #13
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;
}
Пример #14
0
const bool BuildingStatus::canBuildEventually(const ActionType & action) const
{
    if (!_type.canBuild(action))
    {
        return false;
    }

    // if the type is an addon
    if (action.isAddon())
    {
        // if we already have an addon we can't build it
        if (_addon != ActionTypes::None)
        {
            return false;
        }

        // if we are building an addon we can't ever build it
        if (_timeRemaining > 0 && _isConstructing.isAddon())
        {
            return false;
        }
    }

    if (action.requiresAddon() && (_addon != action.requiredAddonType()))
    {
        if (_isConstructing != action.requiredAddonType())
        {
            return false;
        }
    }

    // if the built type is morphed and we are morphing something, we won't be able to build it
    if (action.isMorphed() && (_timeRemaining > 0) && (_isConstructing.isMorphed()))
    {
        return false;
    }

    return true;
}
Пример #15
0
void BuildingData::removeBuilding(const ActionType & action, const ActionType & addon)
{
	BOSS_ASSERT(action.isBuilding(), "Trying to remove a non-building from the building data");

	for (size_t i = 0; i < _buildings.size(); i++)
	{
		if (_buildings[i]._type == action)
		{
			_buildings.remove(i);
			break;
		}
	}
}
Пример #16
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;
}
Пример #17
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());
}
Пример #18
0
int Normalize::normActionsV1orV2(const ActionRange &actions, UInt8 ipProto) {
  using namespace deprecated;

  // Return change in length of action list.
  int lengthChange = 0;

  ActionIterator iter = actions.begin();
  ActionIterator iterEnd = actions.end();

  while (iter < iterEnd) {
    ActionType actType = iter->type();
    UInt16 type = actType.enumType();

    if (type <= UInt16_cast(v1::OFPAT_ENQUEUE) ||
        type == UInt16_cast(v2::OFPAT_SET_MPLS_LABEL) ||
        type == UInt16_cast(v2::OFPAT_SET_MPLS_TC)) {
      lengthChange += normActionV1orV2(type, &iter, &iterEnd, ipProto);
    }
    ++iter;
  }

  return lengthChange;
}
Пример #19
0
const FrameCountType GameState::whenWorkerReady(const ActionType & action) const
{
    if (!action.whatBuildsActionType().isWorker())
    {
        return _currentFrame;
    }

    int refineriesInProgress = _units.getNumInProgress(ActionTypes::GetRefinery(getRace()));

    // protoss doesn't tie up a worker to build, so they can build whenever a mineral worker is free
    if (getRace() == Races::Protoss && getNumMineralWorkers() > 0)
    {
        return _currentFrame;
    }

    // if we have a mineral worker, then it is ready right now
    if (getNumMineralWorkers() > 3*refineriesInProgress)
    {
        return _currentFrame;
    }
    
    // at this point we need to wait for the next worker to become free since existing workers
    // are either all used, or they are reserved to be put into refineries
    // so we must have either a worker in progress, or a building in progress
    const ActionType & Worker = ActionTypes::GetWorker(getRace());
    BOSS_ASSERT(_units.getNumInProgress(Worker) > 0 || getNumBuildingWorkers() > 0, "No worker will ever be free");

    FrameCountType workerReadyTime = _currentFrame;

    // if we have a worker in progress, when will it be ready?
    FrameCountType whenWorkerInProgressFinished = std::numeric_limits<FrameCountType>::max();
    if (_units.getNumInProgress(Worker))
    {
        whenWorkerInProgressFinished = _units.getFinishTime(Worker);
    }

    // if we have a worker currently building, when will it be free?
    FrameCountType whenBuildingWorkerFree = std::numeric_limits<FrameCountType>::max();
    if (getNumBuildingWorkers() > 0)
    {
        whenBuildingWorkerFree = _units.getNextBuildingFinishTime();
    }

    return std::min(whenWorkerInProgressFinished, whenBuildingWorkerFree);
}
Пример #20
0
 // Takes an ActionType and returns the string representation
 std::string ActionType::actionToString(const ActionType& action) {
     switch (action.getIdentifier()) {
     case READ_VALUE:
         return "r";
     case READ_WRITE_VALUE:
         return "w";
     case USER_ADMIN_VALUE:
         return "u";
     case DB_ADMIN_VALUE:
         return "d";
     case SERVER_ADMIN_VALUE:
         return "s";
     case CLUSTER_ADMIN_VALUE:
         return "c";
     default:
         return "";
     }
 }
// 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)));
    }
}
Пример #22
0
void UnitData::addActionInProgress(const ActionType & action, const FrameCountType & completionFrame, bool queueAction)
{
    FrameCountType finishTime = (action.isBuilding() && !action.isMorphed()) ? completionFrame + Constants::BUILDING_PLACEMENT : completionFrame;

	// add it to the actions in progress
	_progress.addAction(action, finishTime);
    
    if (!action.isMorphed())
    {
        _currentSupply += action.supplyRequired() * action.numProduced();
    }

    if (queueAction && action.whatBuildsIsBuilding())
	{
		// add it to a free building, which MUST be free since it's called from doAction
		// which must be already fastForwarded to the correct time
		_buildings.queueAction(action);
	}
}
Пример #23
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;
}
Пример #24
0
GameState::GameState(BWAPI::GameWrapper & game, BWAPI::PlayerInterface * self)
    : _race                 (Races::GetRaceID(self->getRace()))
    , _currentFrame         (game->getFrameCount())
    , _lastActionFrame      (0)
    , _units                (Races::GetRaceID(self->getRace()))
    , _minerals             (self->minerals() * Constants::RESOURCE_SCALE)
    , _gas                  (self->gas() * Constants::RESOURCE_SCALE)
{ 
    // we will count the worker jobs as we add units
    UnitCountType mineralWorkerCount    = 0;
    UnitCountType gasWorkerCount        = 0;
    UnitCountType buildingWorkerCount   = 0;
    UnitCountType larvaCount            = 0;

    _units.setMineralWorkers(mineralWorkerCount);
    _units.setGasWorkers(gasWorkerCount);
    _units.setBuildingWorkers(buildingWorkerCount);

	// add each unit we have to the current state
	for (BWAPI::UnitInterface * unit : self->getUnits())
	{
		if (unit->getType() == BWAPI::UnitTypes::Zerg_Larva)
		{
			++larvaCount;
			continue;
		}

		if (!ActionTypes::TypeExists(unit->getType()))
		{
			continue;
		}
        
        const ActionType actionType(unit->getType());

		// if the unit is completed
		if (unit->isCompleted())
		{
			// if it is a building
			if (unit->getType().isBuilding() && !unit->getType().isAddon())
			{
                // add the building data accordingly
				FrameCountType  trainTime = unit->getRemainingTrainTime() + unit->getRemainingResearchTime() + unit->getRemainingUpgradeTime();
                ActionType      constructing;
                ActionType      addon;

                if (unit->getRemainingTrainTime() > 0)
                {
                    constructing = ActionType(*unit->getTrainingQueue().begin());
                }
				else if (unit->getRemainingResearchTime() > 0)
				{
					constructing = ActionType(unit->getTech());
					_units.addActionInProgress(constructing, game->getFrameCount() + unit->getRemainingResearchTime(), false);
				}
				else if (unit->getRemainingUpgradeTime() > 0)
				{
					constructing = ActionType(unit->getUpgrade());
					_units.addActionInProgress(constructing, game->getFrameCount() + unit->getRemainingUpgradeTime(), false);
				}

                // TODO: special case for Zerg_Hatchery
                if (unit->getAddon() != NULL)
                {
                    if (unit->getAddon()->isConstructing())
                    {
                        constructing = ActionType(unit->getAddon()->getType());
                    }
                    else
                    {
                        addon = ActionType(unit->getAddon()->getType());    
                    }
                }

                _units.addCompletedBuilding(actionType, trainTime, constructing, addon);
			}
            else
            {
                // add the unit to the state
			    _units.addCompletedAction(actionType);

                _units.setCurrentSupply(_units.getCurrentSupply() + actionType.supplyRequired());
            }
		}
		else if (unit->isBeingConstructed() && !unit->getType().isAddon())
		{
			_units.addActionInProgress(ActionType(unit->getType()), game->getFrameCount() + unit->getRemainingBuildTime(), false);
		}
	}

    // TODO: set correct number of larva from state
    for (const BWAPI::UpgradeType & type : BWAPI::UpgradeTypes::allUpgradeTypes())
	{
        if (!ActionTypes::TypeExists(type))
		{
			continue;
		}

		if (self->getUpgradeLevel(type) > 0)
		{
			_units.addCompletedAction(ActionType(type));
		}
	}
    
    for (const BWAPI::TechType & type : BWAPI::TechTypes::allTechTypes())
	{
        if (!ActionTypes::TypeExists(type))
		{
			continue;
		}

		if (self->hasResearched(type))
		{
		    _units.addCompletedAction(ActionType(type));
		}
	}
}
Пример #25
0
void runAllAction(ActionType& action) {
    action.doAction();
    action.doPreAction();
    action.doPostAction();
}
Пример #26
0
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;
}
Пример #27
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;
}
Пример #28
0
const FrameCountType GameState::whenGasReady(const ActionType & action) const
{
    if (_gas >= action.gasPrice())
    {
        return getCurrentFrame();
    }
    
    UnitCountType currentMineralWorkers     = _units.getNumMineralWorkers();
    UnitCountType currentGasWorkers         = _units.getNumGasWorkers();
    FrameCountType lastActionFinishFrame    = _currentFrame;
    FrameCountType addedTime                = 0;
    ResourceCountType addedGas              = 0;
    ResourceCountType difference            = action.gasPrice() - _gas;

    // loop through each action in progress, adding the minerals we would gather from each interval
    for (size_t i(0); i<_units.getNumActionsInProgress(); ++i)
    {
        // the vector is sorted in descending order
        size_t progressIndex = _units.getNumActionsInProgress() - i - 1;

        // the time elapsed and the current minerals per frame
        FrameCountType elapsed = _units.getFinishTimeByIndex(progressIndex) - lastActionFinishFrame;
        ResourceCountType gasPerFrame = (currentGasWorkers * Constants::GPWPF);

        // the amount of minerals that would be added this time step
        ResourceCountType tempAdd = elapsed * gasPerFrame;

        // if this amount isn't enough, update the amount added for this interval
        if (addedGas + tempAdd < difference)
        {
            addedGas += tempAdd;
            addedTime += elapsed;
        }
        else
        {
            // otherwise we can just break out and update at the end
            break;
        }

        // if it was a drone or extractor update the temp variables
        const ActionType & actionPerformed = _units.getActionInProgressByIndex(progressIndex);

        // finishing a building as terran gives you a mineral worker back
        if (actionPerformed.isBuilding() && !actionPerformed.isAddon() && (getRace() == Races::Terran))
        {
            currentMineralWorkers++;
        }

        if (actionPerformed.isWorker())
        {
            currentMineralWorkers++;
        }
        else if (actionPerformed.isRefinery())
        {
            BOSS_ASSERT(currentMineralWorkers > 3, "Not enough mineral workers");
            currentMineralWorkers -= 3; currentGasWorkers += 3;
        }

        // update the last action
        lastActionFinishFrame = _units.getFinishTimeByIndex(progressIndex);
    }

    // if we still haven't added enough minerals, add more time
    if (addedGas < difference)
    {
		BOSS_ASSERT(currentGasWorkers > 0, "Shouldn't have 0 gas workers");
		FrameCountType finalTimeToAdd;
		if (currentGasWorkers != 0)
		{
			finalTimeToAdd = (difference - addedGas) / (currentGasWorkers * Constants::GPWPF);
		}
		else
		{
			finalTimeToAdd = 1000000;
		}
        addedGas    += finalTimeToAdd * currentGasWorkers * Constants::GPWPF;
        addedTime   += finalTimeToAdd;

        // the last operation could have added one frame too little due to integer division so we need to check
        if (addedGas < difference)
        {
            addedTime += 1;
            addedGas += currentGasWorkers * Constants::GPWPF;
        }
    }
    
    BOSS_ASSERT(addedGas >= difference, "Gas prediction error");

    // for some reason if i don't return +1, i mine 1 less mineral in the interval
    return _currentFrame + addedTime;
}
Пример #29
0
bool GameState::canAffordMinerals(const ActionType & action) const
{
    return _minerals >= action.mineralPrice();
}
Пример #30
0
bool GameState::canAffordGas(const ActionType & action) const
{
    return _gas >= action.gasPrice();
}