/** * Counts the barracks constructed or under construction around a command center */ int ExampleAIModule::calculateBarracksFromCommandCenter(Unit cmdCenter) { //first: count built barracks around the command center Position commandCenterPos = cmdCenter->getPosition(); Unitset units = Broodwar->getUnitsInRadius(commandCenterPos, BASE_RADIUS); int builtBarracks = 0; for ( Unitset::iterator u = units.begin(); u != units.end(); ++u ) { if ( u->getType() == UnitTypes::Terran_Barracks && u->isCompleted()) { builtBarracks++; } } //second: count the SCVs constructing around the command center int scheduledForConstruction = 0; for(auto scv = scvMap.begin(); scv != scvMap.end(); scv++){ //if SCV is not constructing the barracks but is moving towards it... if(scv->second->state == BUILDING_BARRACKS && Position(scv->second->newBuildingLocation).getApproxDistance(commandCenterPos) < BASE_RADIUS ){ Broodwar->drawCircleMap(scv->second->gameUnit->getPosition(),20,Color(Colors::Cyan)); scheduledForConstruction++; } } //Broodwar->sendText("%d - %d",builtBarracks,scheduledForConstruction); return builtBarracks + scheduledForConstruction; }
void ExampleAIModule::onFrame() { // Called once every game frame // Display the game frame rate as text in the upper left area of the screen Broodwar->drawTextScreen(200, 0, "FPS: %d", Broodwar->getFPS() ); Broodwar->drawTextScreen(200, 20, "Average FPS: %f", Broodwar->getAverageFPS() ); // Return if the game is a replay or is paused if ( Broodwar->isReplay() || Broodwar->isPaused() || !Broodwar->self() ) return; // Prevent spamming by only running our onFrame once every number of latency frames. // Latency frames are the number of frames before commands are processed. if ( Broodwar->getFrameCount() % Broodwar->getLatencyFrames() != 0 ) return; // Iterate through all the units that we own Unitset myUnits = Broodwar->self()->getUnits(); for ( Unitset::iterator u = myUnits.begin(); u != myUnits.end(); ++u ) { // Ignore the unit if it no longer exists // Make sure to include this block when handling any Unit pointer! if ( !u->exists() ) continue; // Ignore the unit if it has one of the following status ailments if ( u->isLockedDown() || u->isMaelstrommed() || u->isStasised() ) continue; // Ignore the unit if it is in one of the following states if ( u->isLoaded() || !u->isPowered() || u->isStuck() ) continue; // Ignore the unit if it is incomplete or busy constructing if ( !u->isCompleted() || u->isConstructing() ) continue; // Finally make the unit do some stuff! // If the unit is a worker unit if ( u->getType().isWorker() ) { // if our worker is idle if ( u->isIdle() ) { // Order workers carrying a resource to return them to the center, // otherwise find a mineral patch to harvest. if ( u->isCarryingGas() || u->isCarryingMinerals() ) { u->returnCargo(); } else if ( !u->getPowerUp() ) // The worker cannot harvest anything if it { // is carrying a powerup such as a flag // Harvest from the nearest mineral patch or gas refinery if ( !u->gather( u->getClosestUnit( IsMineralField || IsRefinery )) ) { // If the call fails, then print the last error message Broodwar << Broodwar->getLastError() << std::endl; } } // closure: has no powerup } // closure: if idle } else if ( u->getType().isResourceDepot() ) // A resource depot is a Command Center, Nexus, or Hatchery { // Order the depot to construct more workers! But only when it is idle. if ( u->isIdle() && !u->train(u->getType().getRace().getWorker()) ) { // If that fails, draw the error at the location so that you can visibly see what went wrong! // However, drawing the error once will only appear for a single frame // so create an event that keeps it on the screen for some frames Position pos = u->getPosition(); Error lastErr = Broodwar->getLastError(); Broodwar->registerEvent([pos,lastErr](Game*){ Broodwar->drawTextMap(pos, "%c%s", Text::White, lastErr.c_str()); }, // action nullptr, // condition Broodwar->getLatencyFrames()); // frames to run // Retrieve the supply provider type in the case that we have run out of supplies UnitType supplyProviderType = u->getType().getRace().getSupplyProvider(); static int lastChecked = 0; // If we are supply blocked and haven't tried constructing more recently if ( lastErr == Errors::Insufficient_Supply && lastChecked + 400 < Broodwar->getFrameCount() && Broodwar->self()->incompleteUnitCount(supplyProviderType) == 0 ) { lastChecked = Broodwar->getFrameCount(); // Retrieve a unit that is capable of constructing the supply needed Unit supplyBuilder = u->getClosestUnit( GetType == supplyProviderType.whatBuilds().first && (IsIdle || IsGatheringMinerals) && IsOwned); // If a unit was found if ( supplyBuilder ) { if ( supplyProviderType.isBuilding() ) { TilePosition targetBuildLocation = Broodwar->getBuildLocation(supplyProviderType, supplyBuilder->getTilePosition()); if ( targetBuildLocation ) { // Register an event that draws the target build location Broodwar->registerEvent([targetBuildLocation,supplyProviderType](Game*) { Broodwar->drawBoxMap( Position(targetBuildLocation), Position(targetBuildLocation + supplyProviderType.tileSize()), Colors::Blue); }, nullptr, // condition supplyProviderType.buildTime() + 100 ); // frames to run // Order the builder to construct the supply structure supplyBuilder->build( supplyProviderType, targetBuildLocation ); } } else { // Train the supply provider (Overlord) if the provider is not a structure supplyBuilder->train( supplyProviderType ); } } // closure: supplyBuilder is valid } // closure: insufficient supply } // closure: failed to train idle unit } } // closure: unit iterator }
// Methods void Commander::init() { // Enemy units Unitset tmpEnemyUnit = Broodwar->enemy()->getUnits(); for(auto i=tmpEnemyUnit.begin();i!=tmpEnemyUnit.end();++i) { if(i->getType()==UnitTypes::Terran_Marine) { OUnit* oUnit = OUnit::get(*i); oAllUnits.insert(oUnit); } } // Create squad of 'nbUnitPerSquad' units Unitset allGameUnit = Broodwar->self()->getUnits(); int indexInSquad = 0; std::set<PUnit*> squadUnits; for(auto i=allGameUnit.begin();i!=allGameUnit.end();++i) { if(i->getType()==UnitTypes::Terran_Marine) { PUnit* pUnit = PUnit::get(*i); if(indexInSquad >= nbUnitPerSquad) { indexInSquad=0; SquadManager* newSquad = new SquadManager(); for(auto currentUnit = squadUnits.begin(); currentUnit!=squadUnits.end();currentUnit++) newSquad->addUnit(*currentUnit); squads.insert(newSquad); squadUnits.clear(); } squadUnits.insert(pUnit); indexInSquad++; } } if(!squadUnits.empty()) // In case of a non full squad { SquadManager* newSquad = new SquadManager(); for(auto currentUnit = squadUnits.begin(); currentUnit!=squadUnits.end();currentUnit++) newSquad->addUnit(*currentUnit); squads.insert(newSquad); } // Add a 'brain' to a squad for(auto i=squads.begin(); i!=squads.end();++i) { if((*i)->brain == nullptr) (*i)->brain = (new ParallelNode()) ->addChild((new RepeatNode(-1)) ->addChild(new BoolCondition<SquadManager>(&SquadManager::isInPosition,true)) ->addChild(new SquadFire())) ->addChild(new MoveSquadToPosition()); } // My units for(auto i=allGameUnit.begin();i!=allGameUnit.end();++i) { PUnit* pUnit = PUnit::get(*i); if(i->getType()==UnitTypes::Terran_Marine) pAllUnits.insert(pUnit); } }
void Unitset::insert(const Unitset& container) { set.insert(container.begin(), container.end()); }
int main(int argc, const char* argv[]) { std::cout << "Connecting..." << std::endl;; reconnect(); while(true) { std::cout << "waiting to enter match" << std::endl; while ( !Broodwar->isInGame() ) { BWAPI::BWAPIClient.update(); if (!BWAPI::BWAPIClient.isConnected()) { std::cout << "Reconnecting..." << std::endl;; reconnect(); } } std::cout << "starting match!" << std::endl; Broodwar->sendText("Hello world!"); Broodwar << "The map is " << Broodwar->mapName() << ", a " << Broodwar->getStartLocations().size() << " player map" << std::endl; // Enable some cheat flags Broodwar->enableFlag(Flag::UserInput); // Uncomment to enable complete map information //Broodwar->enableFlag(Flag::CompleteMapInformation); show_bullets=false; show_visibility_data=false; if (Broodwar->isReplay()) { Broodwar << "The following players are in this replay:" << std::endl;; Playerset players = Broodwar->getPlayers(); for(Playerset::iterator p = players.begin(); p != players.end(); ++p ) { if ( !p->getUnits().empty() && !p->isNeutral() ) Broodwar << p->getName() << ", playing as " << p->getRace() << std::endl; } } else { Broodwar << "The match up is " << Broodwar->self()->getRace() << " vs " << Broodwar->enemy()->getRace() << std::endl; //send each worker to the mineral field that is closest to it Unitset units = Broodwar->self()->getUnits(); Unitset minerals = Broodwar->getMinerals(); for ( Unitset::iterator i = units.begin(); i != units.end(); ++i ) { if ( i->getType().isWorker() ) { Unit closestMineral = NULL; for( Unitset::iterator m = minerals.begin(); m != minerals.end(); ++m ) { if ( !closestMineral || i->getDistance(*m) < i->getDistance(closestMineral)) closestMineral = *m; } if ( closestMineral ) i->rightClick(closestMineral); } else if ( i->getType().isResourceDepot() ) { //if this is a center, tell it to build the appropiate type of worker i->train(Broodwar->self()->getRace().getWorker()); } } } while(Broodwar->isInGame()) { for(std::list<Event>::const_iterator e = Broodwar->getEvents().begin(); e != Broodwar->getEvents().end(); ++e) { switch(e->getType()) { case EventType::MatchEnd: if (e->isWinner()) Broodwar << "I won the game" << std::endl; else Broodwar << "I lost the game" << std::endl; break; case EventType::SendText: if (e->getText()=="/show bullets") { show_bullets=!show_bullets; } else if (e->getText()=="/show players") { showPlayers(); } else if (e->getText()=="/show forces") { showForces(); } else if (e->getText()=="/show visibility") { show_visibility_data=!show_visibility_data; } else { Broodwar << "You typed \"" << e->getText() << "\"!" << std::endl; } break; case EventType::ReceiveText: Broodwar << e->getPlayer()->getName() << " said \"" << e->getText() << "\"" << std::endl; break; case EventType::PlayerLeft: Broodwar << e->getPlayer()->getName() << " left the game." << std::endl; break; case EventType::NukeDetect: if (e->getPosition()!=Positions::Unknown) { Broodwar->drawCircleMap(e->getPosition(), 40, Colors::Red, true); Broodwar << "Nuclear Launch Detected at " << e->getPosition() << std::endl; } else Broodwar << "Nuclear Launch Detected" << std::endl; break; case EventType::UnitCreate: if (!Broodwar->isReplay()) Broodwar << "A " << e->getUnit()->getType() << " [" << e->getUnit() << "] has been created at " << e->getUnit()->getPosition() << std::endl; else { // if we are in a replay, then we will print out the build order // (just of the buildings, not the units). if (e->getUnit()->getType().isBuilding() && e->getUnit()->getPlayer()->isNeutral()==false) { int seconds=Broodwar->getFrameCount()/24; int minutes=seconds/60; seconds%=60; Broodwar->sendText("%.2d:%.2d: %s creates a %s", minutes, seconds, e->getUnit()->getPlayer()->getName().c_str(), e->getUnit()->getType().c_str()); } } break; case EventType::UnitDestroy: if (!Broodwar->isReplay()) Broodwar->sendText("A %s [%x] has been destroyed at (%d,%d)",e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPosition().x, e->getUnit()->getPosition().y); break; case EventType::UnitMorph: if (!Broodwar->isReplay()) Broodwar->sendText("A %s [%x] has been morphed at (%d,%d)",e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPosition().x, e->getUnit()->getPosition().y); else { // if we are in a replay, then we will print out the build order // (just of the buildings, not the units). if (e->getUnit()->getType().isBuilding() && e->getUnit()->getPlayer()->isNeutral()==false) { int seconds=Broodwar->getFrameCount()/24; int minutes=seconds/60; seconds%=60; Broodwar->sendText("%.2d:%.2d: %s morphs a %s" ,minutes, seconds, e->getUnit()->getPlayer()->getName().c_str(), e->getUnit()->getType().c_str()); } } break; case EventType::UnitShow: if (!Broodwar->isReplay()) Broodwar->sendText("A %s [%x] has been spotted at (%d,%d)", e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPosition().x, e->getUnit()->getPosition().y); break; case EventType::UnitHide: if (!Broodwar->isReplay()) Broodwar->sendText("A %s [%x] was last seen at (%d,%d)", e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPosition().x, e->getUnit()->getPosition().y); break; case EventType::UnitRenegade: if (!Broodwar->isReplay()) Broodwar->sendText("A %s [%x] is now owned by %s", e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPlayer()->getName().c_str()); break; case EventType::SaveGame: Broodwar->sendText("The game was saved to \"%s\".", e->getText().c_str()); break; } } if (show_bullets) drawBullets(); if (show_visibility_data) drawVisibilityData(); drawStats(); Broodwar->drawTextScreen(300,0,"FPS: %f",Broodwar->getAverageFPS()); BWAPI::BWAPIClient.update(); if (!BWAPI::BWAPIClient.isConnected()) { std::cout << "Reconnecting..." << std::endl; reconnect(); } } std::cout << "Game ended" << std::endl; } std::cout << "Press ENTER to continue..." << std::endl; std::cin.ignore(); return 0; }
void ExampleAIModule::_drawStats(){ // Display the game frame rate as text in the upper left area of the screen Broodwar->drawTextScreen(290, 0, "FPS: %d", Broodwar->getFPS() ); Broodwar->drawTextScreen(290, 15, "Average FPS: %f", Broodwar->getAverageFPS() ); Broodwar->drawTextScreen(290, 30, "Frame count: %d", Broodwar->getFrameCount() ); Broodwar->drawTextScreen(290, 45, "Time: ~ %dh%dm%ds", Broodwar->elapsedTime() / 3600, Broodwar->elapsedTime() / 60, Broodwar->elapsedTime() % 60); _drawExploredStats(); // display some debug info... Broodwar->drawTextScreen(20, 0, "%cSupply Depot incentive = %.3f", Text::White, buildSupplyDepot->getIncentive() ); //Broodwar->sendText("%d", &allTasks[BuildSupplyDepot]->at(0) == buildSupplyDepot); Broodwar->drawTextScreen(20, 15, "%cExplore incentive = %.3f", Text::White, explore->getIncentive() ); Broodwar->drawTextScreen(20, 30, "%c#Marines: %d // #atk tasks: %d // Train incentive = %.3f", Text::White, marines.size(), allTasks[Attack]->size(), trainMarine->getIncentive() ); Broodwar->drawTextScreen(20, 45, "%c#SCVs: %d // Mine incentive = %.3f", Text::White, scvMap.size(), gatherMinerals->getIncentive() ); Broodwar->drawTextScreen(20, 60, "%cBuild CMD center incentive: %.3f", Text::White, buildCommandCenter->getIncentive() ); Broodwar->drawTextScreen(20, 75, "%cRepair tasks: %d", Text::White, allTasks[Repair]->size() ); Broodwar->drawTextScreen(20,90, "%cBrk inc. // SCV inc:", Text::White ); int yOffset = 0; /*for (Unitset::iterator cmd = commandCenters.begin(); cmd != commandCenters.end(); ++cmd){ Broodwar->drawTextScreen(20,90 + yOffset, "%c%d // %.2f // %.3f", Text::White, builtBarracks[*cmd], buildBarracksIncentives[*cmd], trainSCVIncentives[*cmd] ); yOffset += 15; }*/ for(auto brkTask = allTasks[BuildBarracks]->begin(); brkTask != allTasks[BuildBarracks]->end(); ++brkTask){ Unit cmdCenterAtPos = Broodwar->getUnitsInRadius(brkTask->getPosition(), 5)[0]; Broodwar->drawTextScreen(20,105 + yOffset, "%c%.2f // %.3f", Text::White, brkTask->getIncentive(), trainSCVIncentives[cmdCenterAtPos] ); yOffset += 15; } //draws the command center 'radius' for (Unitset::iterator c = commandCenters.begin(); c != commandCenters.end(); ++c){ Position commandCenterPos = c->getPosition(); //Unitset units = Broodwar->getUnitsInRadius(commandCenterPos, BASE_RADIUS*TILE_SIZE); Broodwar->drawCircleMap(commandCenterPos, BASE_RADIUS, Color(Colors::Blue)); } //draws a circle around the minerals Unitset minerals = Broodwar->getMinerals(); for (Unitset::iterator m = minerals.begin(); m != minerals.end(); ++m){ if (m->getType().isMineralField()) { Broodwar->drawCircleMap(m->getPosition(), m->getType().dimensionLeft(),Color(Colors::Blue)); } } //writes info under SCVS for(auto s = scvMap.begin(); s != scvMap.end(); s++){ Broodwar->drawTextMap(s->second->getUnit()->getPosition(), "ID[%d]", s->second->unitId); } //writes info under marines for(auto m = marines.begin(); m != marines.end(); m++){ Broodwar->drawTextMap(m->second->gameUnit->getPosition(), "ID[%d]", m->second->gameUnit->getID()); } //writes debug info under marines /*for(auto m = marines.begin(); m != marines.end(); ++m){ MarineAgent* mar = m->second; Broodwar->drawTextMap(mar->gameUnit->getPosition(),"%d,%d", mar->gameUnit->getPosition().x, mar->gameUnit->getPosition().y); }*/ //draws circles around Attack targets for(auto task = allTasks[Attack]->begin(); task != allTasks[Attack]->end(); task++){ Broodwar->drawCircleMap(task->getPosition(), UnitTypes::Terran_Marine.groundWeapon().maxRange(), Color(Colors::Red)); } //draws info under the buildings Unitset all = Broodwar->self()->getUnits(); for(auto bldg = all.begin(); bldg != all.end(); bldg++){ if( ! bldg->getType().isBuilding()){ continue; } string stat = ""; if(bldg->isBeingConstructed()){ stat = "Men at work"; } else if (!bldg->isCompleted()) { stat = "HALTED!"; } Broodwar->drawTextMap(bldg->getPosition(), stat.c_str()); } }
/** * Create new Tasks for each enemy units not covered by attack tasks * Cleans up attack tasks whose targets are not in position anymore * AttackTasks are added at onUnitDiscover() */ void ExampleAIModule::updateAttack(){ //traverse the task list to check if positions are visible and still have enemies vector<Task>* preserved = new vector<Task>(); //stores the tasks that should not be removed UnitType marineType = UnitTypes::Terran_Marine; //Broodwar->drawTextScreen(200,120,"marine seek: %d // sight: %d", marineType.seekRange(), marineType.sightRange()); for(auto task = allTasks[Attack]->begin(); task != allTasks[Attack]->end(); task++){ if(Broodwar->isVisible(task->getPosition().x / TILE_SIZE , task->getPosition().y / TILE_SIZE)){ Unitset inRange = Broodwar->getUnitsInRadius(task->getPosition(), marineType.groundWeapon().maxRange(), Filter::IsEnemy); //Broodwar->sendText("%d in range of attack task.", inRange.size()); // Check if the unit can be reached by the marines // Sometimes cloacked or burrowed units can be marked as enemy but it cannot be attacked bool onlyCloackedUnits = true; for(auto u = inRange.begin(); u != inRange.end(); ++u) { if(!u->isCloaked() && !u->isBurrowed() & !u->isInvincible()){ onlyCloackedUnits = false; break; } } if (inRange.size() == 0 || onlyCloackedUnits) { Broodwar->sendText("Attack task removed"); //toDelete.push_back(*task); } else { preserved->push_back(*task); } } else { //keeps invisible attack targets, so that they can be investigated preserved->push_back(*task); } } //brings preserved tasks to the main task vector allTasks[Attack]->swap(*preserved); delete preserved; //hope this doesn't invalidates tasks... //in this point, tasks whose targets are not visible were removed // --- Now, adds new tasks for enemy units not covered by existent attack tasks --- //obtains a list with all enemies from all players Playerset foes = Broodwar->enemies(); Unitset enemyUnits; enemyUnits.clear(); for(auto foe = foes.begin(); foe != foes.end(); ++foe){ enemyUnits += foe->getUnits(); } //Broodwar->drawTextScreen(250,45, "#foes: %d", enemyUnits.size()); //adds a task with a position for every enemy unit in the task list for(auto foeUnit = enemyUnits.begin(); foeUnit != enemyUnits.end(); ++foeUnit) { bool inRange = false; //tests if unit is already included in the area of another 'attack' task for(auto task = allTasks[Attack]->begin(); task != allTasks[Attack]->end(); task++){ //task-> //foeUnit->getType().groundWeapon().maxRange(); //PositionTask* atk = static_cast<PositionTask* >( &(*task)) ; if(foeUnit->getDistance(task->getPosition()) < marineType.groundWeapon().maxRange()){ inRange = true; break; } } // Hector : extra validation to ignore unreachable targets //TODO: test is reachable Position foePos = foeUnit->getPosition(); if(! inRange && !foeUnit->isCloaked() && !foeUnit->isBurrowed() && !foeUnit->isInvincible() && Broodwar->isWalkable(foePos.x / 8, foePos.y / 8)){ Task* atk = new Task(Attack, .8f, foeUnit->getPosition()); allTasks[Attack]->push_back(*atk); //Broodwar->sendText("Attack task added, pos=%d,%d // %d,%d ", unit->getPosition().x, unit->getPosition().y, atk->getPosition().x, atk->getPosition().y); } } /* //if unit is enemy, adds it to 'attack' task list, if it isn't in range of an attack task //it seems that it works only for buildings... must check for mobile enemy units if(unit->getPlayer() != Broodwar->self() && unit->getPlayer() != Broodwar->neutral()){ bool inRange = false; //tests if unit is already included in the area of another 'attack' task for(auto task = allTasks[Attack]->begin(); task != allTasks[Attack]->end(); task++){ //task-> //PositionTask* atk = static_cast<PositionTask* >( &(*task)) ; if(unit->getDistance(task->getPosition()) < 6*TILE_SIZE){ inRange = true; break; } } if(! inRange){ Task* atk = new Task(Attack, .8f, unit->getPosition()); allTasks[Attack]->push_back(*atk); Broodwar->sendText("Attack task added, pos=%d,%d // %d,%d ", unit->getPosition().x, unit->getPosition().y, atk->getPosition().x, atk->getPosition().y); for(auto task = allTasks[Attack]->begin(); task != allTasks[Attack]->end(); task++){ //PositionTask* atk = static_cast<PositionTask* >( &(*task)) ; Broodwar->sendText("pos=%d,%d", task->getPosition().x, task->getPosition().y); } } } */ }
void ExampleAIModule::onFrame() { //TODO: set rally point of barracks to the nearest command center // Called once every game frame // Return if the game is paused if ( Broodwar->isPaused() )// || !Broodwar->self() ) return; if (Broodwar->isReplay()){ Playerset plrs = Broodwar->getPlayers(); Playerset::iterator plr; Broodwar->drawTextScreen(290, 20, "Time: ~ %dh%dm%ds", Broodwar->elapsedTime() / 3600, Broodwar->elapsedTime() / 60, Broodwar->elapsedTime() % 60); int pCount = 1; for (plr = plrs.begin(); plr != plrs.end(); plr++, pCount++){ Broodwar->drawTextScreen(290, 20 + (20 * pCount), "Score p%d - Unit, Building, Resource = %d, %d, %d ", pCount, plr->getUnitScore(), plr->getBuildingScore(), plr->gatheredMinerals() + plr->gatheredGas()); } return; } _drawStats(); // Draw bullets /*Bulletset bullets = Broodwar->getBullets(); for(Bulletset::iterator i = bullets.begin(); i != bullets.end(); ++i){ Position p = i->getPosition(); double velocityX = i->getVelocityX(); double velocityY = i->getVelocityY(); Broodwar->drawLineMap(p, p + Position((int)velocityX, (int)velocityY), i->getPlayer() == Broodwar->self() ? Colors::Green : Colors::Red); //Broodwar->drawTextMap(p, "%c%s", i->getPlayer() == Broodwar->self() ? Text::Green : Text::Red, i->getType().c_str()); }*/ // Prevent spamming by only running our onFrame once every number of latency frames. // Latency frames are the number of frames before commands are processed. if ( Broodwar->getFrameCount() % Broodwar->getLatencyFrames() != 0 ) return; // reinsert tasks to prevent errors if(allTasks[BuildCommandCenter]->size() <= 0){ allTasks[BuildCommandCenter]->push_back(Task(BuildCommandCenter, 0)); buildCommandCenter = &allTasks[BuildCommandCenter]->at(0); } if(allTasks[BuildSupplyDepot]->size() <= 0){ allTasks[BuildSupplyDepot]->push_back(Task(BuildSupplyDepot, 0)); buildSupplyDepot = &allTasks[BuildSupplyDepot]->at(0); } if(allTasks[Explore]->size() <= 0){ allTasks[Explore]->push_back(Task(Explore, 0)); explore = &allTasks[Explore]->at(0); } //sets all rally points of barracks to the nearest command center for(auto c = commandCenters.begin(); c != commandCenters.end(); c++){ Unitset brk = c->getUnitsInRadius(BASE_RADIUS, Filter::IsOwned); for (auto b = brk.begin(); b != brk.end(); b++){ if(b->getType() != UnitTypes::Terran_Barracks || !b->isCompleted()){ continue; } b->setRallyPoint(*c); } } //gives up the construction of buildings about to be destroyed Unitset all = Broodwar->self()->getUnits(); for(auto b = all.begin(); b != all.end(); b++){ //cancels construction if building is incomplete, is under attack and its hit points are low if (b->getType().isBuilding() && !b->isCompleted() && b->isUnderAttack() && b->getHitPoints() < .15f * b->getType().maxHitPoints()){ b->cancelConstruction(); //Broodwar << "construction canceled" << endl; } } updateTasks(); _commanderAgent->onFrame(allTasks, trainSCVIncentives); //iterates through all marines for(auto marine = marines.begin(); marine != marines.end(); marine++){ marine->second->onFrame(allTasks, marines); } // Iterate through all the SCV on the map unordered_map<int, SCVAgent*>::iterator it = scvMap.begin(); for(unordered_map<int, SCVAgent*>::iterator iter = scvMap.begin(); iter != scvMap.end(); ++iter){ int unitId = iter->first; SCVAgent* agent = iter->second; Unit u = agent->getUnit(); agent->onFrame(&allTasks, discoveredMineralPositions, commandCenters, scvMap); //Broodwar->drawTextMap(u->getPosition().x, u->getPosition().y, "agentId[%d]", unitId); /*if ( u->isLockedDown() || u->isMaelstrommed() || u->isStasised() ) continue; if ( u->isIdle() ) { // Order workers carrying a resource to return them to the center, // otherwise find a mineral patch to harvest. if ( u->isCarryingGas() || u->isCarryingMinerals() ) { u->returnCargo(); } else if ( !u->getPowerUp() ) { // The worker cannot harvest anything if it // is carrying a powerup such as a flag // Harvest from the nearest mineral patch or gas refinery if ( !u->gather( u->getClosestUnit( IsMineralField || IsRefinery )) ) { // If the call fails, then print the last error message Broodwar << Broodwar->getLastError() << std::endl; } } // closure: has no powerup } // closure: if idle */ } /*Broodwar->drawTextScreen(20, 90 + yOffset, "Number of SCV in map [%d]", Text::White, scvMap->size() );*/ }