示例#1
0
void GameState::generateMoves(MoveArray & moves, const IDType & playerIndex) const
{
	moves.clear();

	// which is the enemy player
	IDType enemyPlayer  = getEnemy(playerIndex);

	// we are interested in all simultaneous moves
	// so return all units which can move at the same time as the first
	TimeType firstUnitMoveTime = getUnit(playerIndex, 0).firstTimeFree();
		
	for (IDType unitIndex(0); unitIndex < _numUnits[playerIndex]; ++unitIndex)
	{
		// unit reference
		const Unit & unit(getUnit(playerIndex,unitIndex));
			
		// if this unit can't move at the same time as the first
		if (unit.firstTimeFree() != firstUnitMoveTime)
		{
			// stop checking
			break;
		}

		if (unit.previousMoveTime() == _currentTime && _currentTime != 0)
		{
			// CHANGED
            // printf("ERROR: Previous Move: %s\n", unit.previousMove().moveString().c_str());
			int a = 6;
		}

		moves.addUnit();

		// generate attack moves
		if (unit.canAttackNow())
		{
			for (IDType u(0); u<_numUnits[enemyPlayer]; ++u)
			{
				const Unit & enemyUnit(getUnit(enemyPlayer, u));
				if (unit.canAttackTarget(enemyUnit, _currentTime) && enemyUnit.isAlive())
				{
					moves.add(Move(unitIndex, playerIndex, MoveTypes::ATTACK, u));
				}
			}
		}
		else if (unit.canHealNow())
		{
			for (IDType u(0); u<_numUnits[playerIndex]; ++u)
			{
				// units cannot heal themselves in broodwar
				if (u == unitIndex)
				{
					continue;
				}

				const Unit & ourUnit(getUnit(playerIndex, u));
				if (unit.canHealTarget(ourUnit, _currentTime) && ourUnit.isAlive())
				{
					moves.add(Move(unitIndex, playerIndex, MoveTypes::HEAL, u));
				}
			}
		}
		// generate the wait move if it can't attack yet
		else
		{
			if (!unit.canHeal())
			{
				moves.add(Move(unitIndex, playerIndex, MoveTypes::RELOAD, 0));
			}
		}
		
		// generate movement moves
		if (unit.isMobile())
		{
			for (IDType d(0); d<Search::Constants::Num_Directions; ++d)
			{
				Move move(unitIndex, playerIndex, MoveTypes::MOVE, d);
			
				Position dest;
				Position dir(Search::Constants::Move_Dir[move._moveIndex][0], 
							 Search::Constants::Move_Dir[move._moveIndex][1]);
			
				// if the unit can attack the destination will be set by default move distance
				if (unit.canAttackNow() || unit.canHeal())
				{
					dest = Position(Search::Constants::Move_Distance*dir.x(), Search::Constants::Move_Distance*dir.y()) + unit.pos();
				}
				// otherwise it will be a move until attack move
				else
				{
					dest = unit.getMoveUntilAttackDest(dir, _currentTime);
				}

				if (isWalkable(dest))
				{
					moves.add(Move(unitIndex, playerIndex, MoveTypes::MOVE, d));
				}
			}
		}

		// if no moves were generated for this unit, it must be issued a 'PASS' move
		if (moves.numMoves(unitIndex) == 0)
		{
			moves.add(Move(unitIndex, playerIndex, MoveTypes::PASS, 0));
		}
	}

	if (!moves.validateMoves())
	{
		fprintf(stderr, "Moves invalid, something is wrong\n");
	}
}
void GameState::generateMoves(MoveArray & moves, const IDType & playerIndex) const
{
	moves.clear();

    // which is the enemy player
	IDType enemyPlayer  = getEnemy(playerIndex);

    // make sure this player can move right now
    const IDType canMove(whoCanMove());
    if (canMove == enemyPlayer)
    {
        System::FatalError("GameState Error - Called generateMoves() for a player that cannot currently move");
    }

	// we are interested in all simultaneous moves
	// so return all units which can move at the same time as the first
	TimeType firstUnitMoveTime = getUnit(playerIndex, 0).firstTimeFree();
		
	for (IDType unitIndex(0); unitIndex < _numUnits[playerIndex]; ++unitIndex)
	{
		// unit reference
		const Unit & unit(getUnit(playerIndex,unitIndex));
			
		// if this unit can't move at the same time as the first
		if (unit.firstTimeFree() != firstUnitMoveTime)
		{
			// stop checking
			break;
		}

		if (unit.previousActionTime() == _currentTime && _currentTime != 0)
		{
            System::FatalError("Previous Move Took 0 Time: " + unit.previousAction().moveString());
		}

		moves.addUnit();

		// generate attack moves
		if (unit.canAttackNow())
		{
			for (IDType u(0); u<_numUnits[enemyPlayer]; ++u)
			{
				const Unit & enemyUnit(getUnit(enemyPlayer, u));
				bool invisible = false;
				if (enemyUnit.type().hasPermanentCloak())
				{
					invisible = true;
					for (IDType detectorIndex(0); detectorIndex < _numUnits[playerIndex]; ++detectorIndex)
					{
						// unit reference
						const Unit & detector(getUnit(playerIndex, detectorIndex));
						if (detector.type().isDetector() && detector.canSeeTarget(enemyUnit, _currentTime))
						{
							invisible = false;
							break;
						}
					}
				}
				if (!invisible && unit.canAttackTarget(enemyUnit, _currentTime) && enemyUnit.isAlive())
				{
					moves.add(Action(unitIndex, playerIndex, ActionTypes::ATTACK, u));
                    //moves.add(Action(unitIndex, playerIndex, ActionTypes::ATTACK, unit.ID()));
				}
			}
		}
		else if (unit.canHealNow())
		{
			for (IDType u(0); u<_numUnits[playerIndex]; ++u)
			{
				// units cannot heal themselves in broodwar
				if (u == unitIndex)
				{
					continue;
				}

				const Unit & ourUnit(getUnit(playerIndex, u));
				if (unit.canHealTarget(ourUnit, _currentTime) && ourUnit.isAlive())
				{
					moves.add(Action(unitIndex, playerIndex, ActionTypes::HEAL, u));
                    //moves.add(Action(unitIndex, playerIndex, ActionTypes::HEAL, unit.ID()));
				}
			}
		}
		// generate the wait move if it can't attack yet
		else
		{
			if (!unit.canHeal())
			{
				moves.add(Action(unitIndex, playerIndex, ActionTypes::RELOAD, 0));
			}
		}
		
		// generate movement moves
		if (unit.isMobile())
		{
            // In order to not move when we could be shooting, we want to move for the minimum of:
            // 1) default move distance move time
            // 2) time until unit can attack, or if it can attack, the next cooldown
            double timeUntilAttack          = unit.nextAttackActionTime() - getTime();
            timeUntilAttack                 = timeUntilAttack == 0 ? unit.attackCooldown() : timeUntilAttack;

            // the default move duration
            double defaultMoveDuration      = (double)Constants::Move_Distance / unit.speed();

            // if we can currently attack
			double chosenTime = timeUntilAttack != 0 ? std::min(timeUntilAttack, defaultMoveDuration) : defaultMoveDuration;

            // the chosen movement distance
            PositionType moveDistance       = (PositionType)(chosenTime * unit.speed());

            // DEBUG: If chosen move distance is ever 0, something is wrong
            if (moveDistance == 0)
            {
                System::FatalError("Move Action with distance 0 generated. timeUntilAttack:"+
					std::to_string(timeUntilAttack)+", speed:"+std::to_string(unit.speed()));
            }

            // we are only generating moves in the cardinal direction specified in common.h
			for (IDType d(0); d<Constants::Num_Directions; ++d)
			{			
                // the direction of this movement
              	Position dir(Constants::Move_Dir[d][0], Constants::Move_Dir[d][1]);
            
                if (moveDistance == 0)
                {
                    printf("%lf %lf %lf\n", timeUntilAttack, defaultMoveDuration, chosenTime);
                }

                // the final destination position of the unit
                Position dest = unit.pos() + Position(moveDistance*dir.x(), moveDistance*dir.y());

                // if that poisition on the map is walkable
                if (isWalkable(dest) || (unit.type().isFlyer() && isFlyable(dest)))
				{
                    // add the move to the MoveArray
					moves.add(Action(unitIndex, playerIndex, ActionTypes::MOVE, d, dest));
				}
			}
		}

		// if no moves were generated for this unit, it must be issued a 'PASS' move
		if (moves.numMoves(unitIndex) == 0)
		{
			moves.add(Action(unitIndex, playerIndex, ActionTypes::PASS, 0));
		}
	}
}