void BaseManager::updateDepositCenterPosition()
{
	std::set<Base*> allBases = this->getAllBases();

	if (allBases.size() <=1)
	{
		return;
	}

	for(std::set<Base*>::iterator b = allBases.begin(); b != allBases.end(); b++)
	{
		BWAPI::TilePosition tile = (*b)->getBaseLocation()->getTilePosition();
		std::set<BWAPI::Unit*> units = BWAPI::Broodwar->getUnitsOnTile(tile.x(),tile.y());
		if (units.size() == 0)
		{
			UnitGroup commandCenters = SelectAll(BWAPI::UnitTypes::Terran_Command_Center).inRadius(400, (*b)->getBaseLocation()->getPosition());
			if (commandCenters.size() > 0)
			{
				(*(commandCenters.begin()))->lift();
				if ((*(commandCenters.begin()))->isLifted())
				{
					(*(commandCenters.begin()))->land(tile);
				}
			}
		}
	}
}
示例#2
0
	void AIModule::camera()
	{
		if (game->getMouseState(BWAPI::M_LEFT))
		{
			return;
		}

		const int CENTER_SCREEN_X = 320;
		const int CENTER_SCREEN_Y = 140;

		if (!autocam)
		{
			return;
		}

		UnitGroup interestingUnits = AllUnits()(isAttacking);

		if (interestingUnits.size() == 0)
		{
			return;
		}

		BWAPI::Unit *unit = (*interestingUnits.begin());

		BWAPI::Position unitPosition = unit->getPosition();

		int x, y;
		x = unitPosition.x() - CENTER_SCREEN_X;
		y = unitPosition.y() - CENTER_SCREEN_Y;

		if (x < 0)
		{
			x = 0;
		}

		if (y < 0)
		{
			y = 0;
		}

		BWAPI::Broodwar->setScreenPosition(x, y);
	}
示例#3
0
void BaseManager::update()
{
	for(std::set<Base*>::iterator b = this->allBases.begin(); b != this->allBases.end(); b++)
	{
		Base *base = (*b);

		// periodicky check, ci baza pouziva najblizsi resource depot
		if (BWAPI::Broodwar->getFrameCount() % 300 == 231)
		{
			BWAPI::TilePosition tilePosition = base->getBaseLocation()->getTilePosition();
			BWAPI::Position position = BWAPI::Position(tilePosition);

			UnitGroup centers = UnitGroup::getUnitGroup(BWAPI::Broodwar->getUnitsInRadius(position, 600))
			(BWAPI::Broodwar->self())
			(isResourceDepot);
			UnitGroup::iterator it;

			BWAPI::Unit *nearestCenter = NULL;
			double distance = 10000;

			for (it = centers.begin(); it != centers.end(); it++)
			{
				BWAPI::Unit *centerCandidate = (*it);
				dementor::Vector vector = dementor::Vector::fromPositions(position, centerCandidate->getPosition());

				if (vector.getLength() < distance)
				{
					nearestCenter = centerCandidate;
					distance = vector.getLength();
				}
			}

			if (nearestCenter != NULL)
			{
				base->setResourceDepot(nearestCenter);
			}

			if (base->getResourceDepot() != NULL)
			{
				if (!base->getResourceDepot()->exists())
				{
					base->setResourceDepot(NULL);
				}
				else if (base->getResourceDepot()->isCompleted() || base->getResourceDepot()->getRemainingBuildTime() < 250)
				{
					base->setActive(true);
				}
			}
		}

		//Set Refinerys
		if (!base->isActiveGas() && base->hasGas())
		{
			if (base->getRefinery() == NULL)
			{
				std::set<BWAPI::Unit*> baseGeysers = (*b)->getBaseLocation()->getGeysers();

				BWAPI::TilePosition geyserLocation;

				//cycle through geysers & get tile location
				for(std::set<BWAPI::Unit*>::iterator bg = baseGeysers.begin(); bg != baseGeysers.end(); bg++)
				{
					geyserLocation = (*bg)->getTilePosition();
				}

				//check for refinery already on geyser
				std::set<BWAPI::Unit*> unitsOnGeyser = BWAPI::Broodwar->getUnitsOnTile(geyserLocation.x(),geyserLocation.y());

				for(std::set<BWAPI::Unit*>::iterator u = unitsOnGeyser.begin(); u != unitsOnGeyser.end(); u++)
				{
					BWAPI::Unit *unit = (*u);
					if (unit->getPlayer() == BWAPI::Broodwar->self() && unit->getType().isRefinery())
					{
						base->setRefinery(*u);
						break;
					}
				}
			}

			if (base->getRefinery() != NULL)
			{
				if (!base->getRefinery()->exists())
				{
					base->setResourceDepot(NULL);
				}
				else
				{
					if (base->getRefinery()->isCompleted() || base->getRefinery()->getRemainingBuildTime() < 250)
					{
						base->setActiveGas(true);
					}
				}
			}
		}
	}

	//check to see if any new base locations need to be added
	for(std::set<BWTA::BaseLocation*>::const_iterator bl = BWTA::getBaseLocations().begin(); bl != BWTA::getBaseLocations().end(); bl++)
	{
		if (location2base.find(*bl) == location2base.end())
		{
			BWAPI::TilePosition tile = (*bl)->getTilePosition();
			std::set<BWAPI::Unit*> units = BWAPI::Broodwar->getUnitsOnTile(tile.x(), tile.y());

			for(std::set<BWAPI::Unit*>::iterator u = units.begin(); u != units.end(); u++)
			{
				if ((*u)->getPlayer() == BWAPI::Broodwar->self() && (*u)->getType().isResourceDepot())
				{
					addBase(*bl);
				}
			}
		}
	}

	if(BWAPI::Broodwar->getFrameCount() % 500 == 0 && BWAPI::Broodwar->getFrameCount() >= 3000 && refineryBuildPriority > 0)
	{
		updateRefineries();
	}
}