Пример #1
0
BWAPI::TilePosition getNextExpansionLocation(TilePosition currentExpo)
{
	//remove the current expo from the list
	//loop through expos and find the nearest one
	std::set<BWTA::BaseLocation*> bases;

	for (auto &u : allBases)
	{
		//make sure we delete the current expansion
		if (u->getTilePosition() == currentExpo)
		{
			allBases.erase(u);
		}
	}
	BWTA::BaseLocation *ret = *allBases.begin();

	int minDistance = currentExpo.getApproxDistance(ret->getTilePosition());

	//make sure we dont accidently find current expansion
	for (auto &u : allBases)
	{
		int tempDistance = currentExpo.getApproxDistance(u->getTilePosition());
		if (tempDistance < minDistance && tempDistance > 10)
		{
			//found a closer base
			minDistance = tempDistance;
			ret = u;
		}
	}
	return ret->getTilePosition();
}
Пример #2
0
void ScoutManager::drawScoutInformation(int x, int y)
{
    if (!Config::Debug::DrawScoutInfo)
    {
        return;
    }

	BWAPI::Broodwar->drawTextScreen(x, y - 10, "Enemy base timer == %d", patrol_counter);

    BWAPI::Broodwar->drawTextScreen(x, y, "ScoutInfo: %s", _scoutStatus.c_str());

	BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());
	double distance = 0.0;
	if (_workerScout && _workerScout->exists() && enemyBaseLocation)
	{
		BWAPI::Position tmp = BWAPI::Position(enemyBaseLocation->getTilePosition());
		int x1 = _workerScout->getPosition().x;
		int y1 = _workerScout->getPosition().y;

		int x2 = tmp.x;
		int y2 = tmp.y;

		distance = sqrt((x1 - x2)*(x1 - x2) + (y1 - y2)*(y1 - y2) + 0.0);
	}
	 
    BWAPI::Broodwar->drawTextScreen(x, y+10, "Distance to enemy base: %.2lf", distance);
    for (size_t i(0); i < _enemyRegionVertices.size(); ++i)
    {
        BWAPI::Broodwar->drawCircleMap(_enemyRegionVertices[i], 4, BWAPI::Colors::Green, false);
        BWAPI::Broodwar->drawTextMap(_enemyRegionVertices[i], "%d", i);
    }
}
Пример #3
0
BWAPI::TilePosition BuildingManager::getBuildingLocation(const Building & b)
{
    int numPylons = BWAPI::Broodwar->self()->completedUnitCount(BWAPI::UnitTypes::Protoss_Pylon);

    if (b.isGasSteal)
    {
        BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());
        UAB_ASSERT(enemyBaseLocation,"Should have enemy base location before attempting gas steal");
        UAB_ASSERT(enemyBaseLocation->getGeysers().size() > 0,"Should have spotted an enemy geyser");

        for (auto & unit : enemyBaseLocation->getGeysers())
        {
            BWAPI::TilePosition tp(unit->getInitialTilePosition());
            return tp;
        }
    }

    if (b.type.requiresPsi() && numPylons == 0)
    {
        return BWAPI::TilePositions::None;
    }

    if (b.type.isRefinery())
    {
        return BuildingPlacer::Instance().getRefineryPosition();
    }

    if (b.type.isResourceDepot())
    {
        // get the location 
        BWAPI::TilePosition tile = MapTools::Instance().getNextExpansion();

        return tile;
    }

	if (b.type == BWAPI::UnitTypes::Terran_Bunker)
	{
		BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());
		UAB_ASSERT(enemyBaseLocation, "Should have enemy base location before attempting gas steal");
		BWTA::Chokepoint * chokePoint = BWTA::getNearestChokepoint(enemyBaseLocation->getTilePosition());
		std::pair<BWAPI::Position, BWAPI::Position> sides = chokePoint->getSides();
		BWAPI::Position poi = enemyBaseLocation->getPosition().getDistance(sides.first) > enemyBaseLocation->getPosition().getDistance(sides.second) ? sides.first : sides.second;
		//BWAPI::Broodwar->printf("Tisssle Position (%d, %d)", BWAPI::TilePosition(poi).x, BWAPI::TilePosition(poi).y);
		return BWAPI::TilePosition(sides.second);
	}

    // set the building padding specifically
    int distance = b.type == BWAPI::UnitTypes::Protoss_Photon_Cannon ? 0 : Config::Macro::BuildingSpacing;
    if (b.type == BWAPI::UnitTypes::Protoss_Pylon && (numPylons < 3))
    {
        distance = Config::Macro::PylonSpacing;
    }

    // get a position within our region
    return BuildingPlacer::Instance().getBuildLocationNear(b,distance,false);
}
Пример #4
0
BWAPI::TilePosition BuildingPlacer::getBuildLocationNear(const Building & b, int buildDist, bool horizontalOnly) const
{
    SparCraft::Timer t;
	t.start();

	BWTA::BaseLocation *home = findHome();
	BWAPI::TilePosition chokeTile = findChoke(home);

	int homex = home->getTilePosition().x;
	int homey = home->getTilePosition().y;
	int midx = (chokeTile.x + homex) / 2;
	int midy = (chokeTile.y + homey) / 2;
	static int px = midx;
	static int py = midy;

	// 1 if choke farther right, -1 if farther left
	int ix = chokeTile.x > midx ? 1 : -1;
	// 1 if choke farther south, -1 if farther north
	int iy = chokeTile.y < midy ? -1 : 1;

    // get the precomputed vector of tile positions which are sorted closes to this location
    const std::vector<BWAPI::TilePosition> & closestToBuilding = MapTools::Instance().getClosestTilesTo(BWAPI::Position(b.desiredPosition));

    double ms1 = t.getElapsedTimeInMilliSec();

    // special easy case of having no pylons
    int numPylons = BWAPI::Broodwar->self()->completedUnitCount(BWAPI::UnitTypes::Protoss_Pylon);
	int numGate = BWAPI::Broodwar->self()->completedUnitCount(BWAPI::UnitTypes::Protoss_Gateway);
	int numCan = BWAPI::Broodwar->self()->completedUnitCount(BWAPI::UnitTypes::Protoss_Photon_Cannon);

    if (b.type.requiresPsi() && numPylons == 0)
    {
        return BWAPI::TilePositions::None;
    }

	if (BWAPI::Broodwar->mapName().compare(1,9,"Andromeda")) {
		if (b.type == BWAPI::UnitTypes::Protoss_Pylon && numPylons == 0) {
			BWAPI::TilePosition pos = drawPylon(midx, midy, ix, iy, b);
			if (pos != BWAPI::TilePositions::None) {
				px = pos.x;
				py = pos.y;
				return pos;
			}

		}

		else if (b.type == BWAPI::UnitTypes::Protoss_Forge) {
			BWAPI::TilePosition pos = drawForge(midx, midy, ix, iy, b);
			if (pos != BWAPI::TilePositions::None) {
				return pos;
			}
		}

		else if (b.type == BWAPI::UnitTypes::Protoss_Photon_Cannon) {
			BWAPI::TilePosition pos = drawProtonCannon(homex, homey, ix, iy, b);
			if (pos != BWAPI::TilePositions::None) {
				return pos;
			}
		}

		//else if (b.type == BWAPI::UnitTypes::Protoss_Gateway && numGate == 0) {
		//	return drawGateway(homex, homey, ix, iy, b);
		//}

	}

	// iterate through the list until we've found a suitable location
	for (size_t i(0); i < closestToBuilding.size(); ++i)
	{
		if (b.type == BWAPI::UnitTypes::Protoss_Gateway && numGate == 0) {
			buildDist = 0;
		}
		if (canBuildHereWithSpace(closestToBuilding[i], b, buildDist, horizontalOnly))
		{
			double ms = t.getElapsedTimeInMilliSec();
			//BWAPI::Broodwar->printf("Building Placer Took %d iterations, lasting %lf ms @ %lf iterations/ms, %lf setup ms", i, ms, (i / ms), ms1);

			return closestToBuilding[i];
		}
	}

	double ms = t.getElapsedTimeInMilliSec();
	//BWAPI::Broodwar->printf("Building Placer Took %lf ms", ms);
	

	return  BWAPI::TilePositions::None;
}
Пример #5
0
void InformationManager::updateBaseLocationInfo() 
{
	_occupiedRegions[_self].clear();
	_occupiedRegions[_enemy].clear();
		
	// if we haven't found the enemy main base location yet
	if (!_mainBaseLocations[_enemy]) 
	{ 
		// how many start locations have we explored
		int exploredStartLocations = 0;
		bool baseFound = false;

		// an undexplored base location holder
		BWTA::BaseLocation * unexplored = nullptr;

		for (BWTA::BaseLocation * startLocation : BWTA::getStartLocations()) 
		{
			if (isEnemyBuildingInRegion(BWTA::getRegion(startLocation->getTilePosition()))) 
			{
                if (Config::Debug::DrawScoutInfo)
                {
				    BWAPI::Broodwar->printf("Enemy base found by seeing it");
                }

				baseFound = true;
				_mainBaseLocations[_enemy] = startLocation;
				updateOccupiedRegions(BWTA::getRegion(startLocation->getTilePosition()), BWAPI::Broodwar->enemy());
			}

			// if it's explored, increment
			if (BWAPI::Broodwar->isExplored(startLocation->getTilePosition())) 
			{
				exploredStartLocations++;

			// otherwise set the unexplored base
			} 
			else 
			{
				unexplored = startLocation;
			}
		}

		// if we've explored every start location except one, it's the enemy
		if (!baseFound && exploredStartLocations == ((int)BWTA::getStartLocations().size() - 1)) 
		{
            if (Config::Debug::DrawScoutInfo)
            {
                BWAPI::Broodwar->printf("Enemy base found by process of elimination");
            }
			
			_mainBaseLocations[_enemy] = unexplored;
			updateOccupiedRegions(BWTA::getRegion(unexplored->getTilePosition()), BWAPI::Broodwar->enemy());
		}
	// otherwise we do know it, so push it back
	} 
	else 
	{
		updateOccupiedRegions(BWTA::getRegion(_mainBaseLocations[_enemy]->getTilePosition()), BWAPI::Broodwar->enemy());
	}

	// for each enemy unit we know about
	size_t enemyBaseCount = 0;
	size_t enemySunkenCount = 0;
	for (const auto & kv : _unitData[_enemy].getUnits())
	{
		const UnitInfo & ui(kv.second);
		BWAPI::UnitType type = ui.type;

		// if the unit is a building
		if (type.isBuilding()) 
		{
			// update the enemy occupied regions
			updateOccupiedRegions(BWTA::getRegion(BWAPI::TilePosition(ui.lastPosition)), BWAPI::Broodwar->enemy());
		}
		
		if (type.isResourceDepot())
		{
			++enemyBaseCount;
		}

		if (type == BWAPI::UnitTypes::Zerg_Sunken_Colony){
			++enemySunkenCount;
		}

	}
	
	if (_mainBaseLocations[_enemy]){
		if (BWAPI::Broodwar->isExplored(_mainBaseLocations[_enemy]->getTilePosition()) && !_scoutTimer) _scoutTimer = BWAPI::Broodwar->getFrameCount() + 100;
	}
	if (enemyBaseCount > 1 && BWAPI::Broodwar->getFrameCount() < _scoutTimer){
		_enemyExpand = true;
	}


	if (enemySunkenCount > 1){
		Config::Micro::UseSparcraftSimulation = true;
	} 

	// for each of our units
	for (const auto & kv : _unitData[_self].getUnits())
	{
		const UnitInfo & ui(kv.second);
		BWAPI::UnitType type = ui.type;

		// if the unit is a building
		if (type.isBuilding()) 
		{
			// update the enemy occupied regions
			updateOccupiedRegions(BWTA::getRegion(BWAPI::TilePosition(ui.lastPosition)), BWAPI::Broodwar->self());
		}
	}
}
Пример #6
0
BWAPI::TilePosition MapTools::getNextExpansion(BWAPI::Player player)
{
    BWTA::BaseLocation * closestBase = nullptr;
    double minDistance = 100000;

    BWAPI::TilePosition homeTile = player->getStartLocation();

    // for each base location
    for (BWTA::BaseLocation * base : BWTA::getBaseLocations())
    {
        // if the base has gas
        if (!base->isMineralOnly() && !(base == BWTA::getStartLocation(player)))
        {
            // get the tile position of the base
            BWAPI::TilePosition tile = base->getTilePosition();
            bool buildingInTheWay = false;

            for (int x = 0; x < BWAPI::Broodwar->self()->getRace().getCenter().tileWidth(); ++x)
            {
                for (int y = 0; y < BWAPI::Broodwar->self()->getRace().getCenter().tileHeight(); ++y)
                {
                    BWAPI::TilePosition tp(tile.x + x, tile.y + y);

                    for (auto & unit : BWAPI::Broodwar->getUnitsOnTile(tp))
                    {
                        if (unit->getType().isBuilding() && !unit->isFlying())
                        {
                            buildingInTheWay = true;
                            break;
                        }
                    }
                }
            }
            
            if (buildingInTheWay)
            {
                continue;
            }

            // the base's distance from our main nexus
            BWAPI::Position myBasePosition(player->getStartLocation());
            BWAPI::Position thisTile = BWAPI::Position(tile);
            double distanceFromHome = MapTools::Instance().getGroundDistance(thisTile,myBasePosition);

            // if it is not connected, continue
            if (!BWTA::isConnected(homeTile,tile) || distanceFromHome < 0)
            {
                continue;
            }

            if (!closestBase || distanceFromHome < minDistance)
            {
                closestBase = base;
                minDistance = distanceFromHome;
            }
        }

    }

    if (closestBase)
    {
        return closestBase->getTilePosition();
    }
    else
    {
        return BWAPI::TilePositions::None;
    }
}