示例#1
0
void ProbeUnit::check()
{
	if (backUpMineral == NULL || !backUpMineral->exists())
	{
		if (Broodwar->getFrameCount() < 10*24*60)
		{
			BWTA::BaseLocation* b = BWTA::getStartLocation(Broodwar->self());
			if (b != NULL && !b->getMinerals().empty())
				backUpMineral = *(b->getMinerals().begin());
			if (backUpMineral == NULL || !backUpMineral->exists())
				backUpMineral = NULL;
		}
	}
}
示例#2
0
// Get a sunken position depending on whether or not we have an expansion.
BWAPI::TilePosition BuildingManager::getSunkenPosition()
{

	BWAPI::UnitType sunk = BWAPI::UnitTypes::Zerg_Creep_Colony;
	// Always make sunkens at natural expansion if you can.
	if (createdHatcheriesSet.size() >= 1)
	{
		BWAPI::TilePosition hatchPosition = createdHatcheriesVector[0];
		BWAPI::Unit pExpansion = BWAPI::Broodwar->getClosestUnit(BWAPI::Position(hatchPosition), BWAPI::Filter::IsResourceDepot);
		BWAPI::Unitset myUnits = pExpansion->getUnitsInRadius(200);
		BWAPI::UnitType larva = BWAPI::UnitTypes::Zerg_Larva;
		BWAPI::UnitType egg = BWAPI::UnitTypes::Zerg_Egg;

		std::set<BWAPI::TilePosition> stuffBlocking;
		for (BWAPI::Unit p : myUnits)
		{
			if (p->getType() == larva || p->getType() == egg)
			{
				stuffBlocking.insert(p->getTilePosition());
			}
		}

		while (buildableSunkenTilePositions.size() >= 1)
		{
			std::set<BWAPI::TilePosition>::iterator it = buildableSunkenTilePositions.begin();


			BWAPI::TilePosition mySunkPosition = *it;
			Building z(sunk, mySunkPosition);

			if (!isCreepStarted())
			{
				if (BWAPI::Broodwar->hasCreep(mySunkPosition) && createdBuilding.find(mySunkPosition) == createdBuilding.end() && stuffBlocking.find(mySunkPosition) == stuffBlocking.end())
				{
					return *it;
				}
				else
				{
					buildableSunkenTilePositions.erase(*it);
				}
			}

			else
			{
				if (BWAPI::Broodwar->hasCreep(mySunkPosition) && BuildingPlacer::Instance().canBuildHere(mySunkPosition, z) && createdBuilding.find(mySunkPosition) == createdBuilding.end() && stuffBlocking.find(mySunkPosition) == stuffBlocking.end())
				{
					return *it;
				}
				else
				{
					buildableSunkenTilePositions.erase(*it);
				}

			}


		
		}


		//BWAPI::Position hatchPositionBWP = BWAPI::Position(hatchPosition);
		BWAPI::TilePosition sunkPosition;

		const std::set<BWTA::BaseLocation*, std::less<BWTA::BaseLocation*>> locations = BWTA::getBaseLocations();
		BWTA::BaseLocation *myLocation;

		for (BWTA::BaseLocation *p : locations) {
			BWAPI::TilePosition z = p->getTilePosition();
			if (z == hatchPosition){
				// This is the BWTA::Location of the first hatchery.
				myLocation = p;

			}
		}
		// Get the set of mineral patches closest to BWTA::Location of the hatchery(it will return like 8 mineral patches usually in the set)
		const BWAPI::Unitset mineralSet = myLocation->getMinerals();
		//const std::set<BWAPI::Unit*> mineralSet = myLocation->getMinerals();

		int counter3 = 0;
		int theX = 0;
		int theY = 0;
		for (BWAPI::Unit p : mineralSet)
		{
			// Calculate the difference between LeftMostMineralPatch.x - ExpansionHatchery.x and store it in theX
			theX = p->getTilePosition().x - hatchPosition.x;
			// Calculate the difference between LeftMostMineralPatch.y - ExpansionHatchery.y and store it in theY
			theY = p->getTilePosition().y - hatchPosition.y;
			break;
		}

		int gasX = 0;
		int gasY = 0;
		int counter4 = 0;
		//Get all geysers near the expansion -- it should only return 1 for every map we play..
		const BWAPI::Unitset gasSet = myLocation->getGeysers();
		for (BWAPI::Unit p : gasSet)
		{
			// Calculate the difference between Geyser.x- ExpansionHatchery.x and store it in gasX
			gasX = p->getTilePosition().x - hatchPosition.x;
			// Calculate the difference between Geyser.y- ExpansionHatchery.y and store it in gasY
			gasY = p->getTilePosition().y - hatchPosition.y;
			break;
		}





		int newx, newy;

		int outercounter = 0;
		int counter = 0;
		newx = hatchPosition.x;
		newy = hatchPosition.y;

		int beginX = hatchPosition.x;
		int beginY = hatchPosition.y;

		
		//sunkPosition = BWAPI::TilePosition(newx, newy);

		//test4 = BuildingPlacer::Instance().canBuildHere(sunkPosition, b);

		// Form a new sunken position that starts at the hatchery positive.


		std::vector<bool> incrementDecrement(8);


		bool useGasX = false;
		bool useGasY = false;
		bool useMinX = false;
		bool useMinY = false;

		if (abs(gasX) > abs(gasY))
		{
			useGasX = true;
		}
		else
		{
			useGasY = true;
		}

		if (abs(theX) > abs(theY))
		{
			useMinX = true;
		}
		else
		{
			useMinY = true;
		}

		// Gas differences is probably more reliable than mineral differences.
		if (useGasX && useMinX)
		{
			useMinX = false;
			useMinY = true;
		}

		// Gas differences is probably more reliable than mineral differences.
		if (useGasY && useMinY)
		{
			useMinY = false;
			useMinX = true;
		}
		// This is where we decide which directions we can make sunkens in
		// It is based on X and Y differences in LeftMostMineral - Hatchery and Geyser - Hatchery
		// It is not very good right now because we only use two variables. We should use four variables for better dection : theX, theY, gasX, gasY

		// If the difference between LeftMostMineral.y - Hatchery.y is negative : It means the mierals are North of the hatchery
		// If the difference between Geyser.X - Hatchery.X is negative : It means that the geyser is Left of the Hatchery
		if (useMinY && useGasX)
		{
			if (theY < 0 && gasX < 0)
			{
				/* Allow the following directions for sunken to be built :
				Increase X & Keep Y the same (East)
				Increase X & Increase Y (Go South East)
				Decrease X & Increase Y  (Go South West)
				Keep X Same, Increase Y (Go South)

				Go NORTHEAST **Test**
				*/
				incrementDecrement = { true, false, true, true, false, false, true, false };

			}

			// If the difference between LeftMostMineral.y - Hatchery.y is positive : It means the mierals are South of the hatchery
			// If the difference between Geyser.X - Hatchery.X is negative : It means that the geyser is Left of the Hatchery
			else if (gasX < 0 && theY > 0)
			{
				/* Allow the following directions for sunken to be built :
				Increase X & Keep Y the same (East)
				Increase X & Decrease Y (Go North East)
				Decrease X & Decrease Y (Go North West)
				Keep X Same, Decrease Y (Go North)

				GO SOUTHEAST --> Test
				*/
				incrementDecrement = { false, true, true, false, true, false, false, true };
			}

			// If the difference between LeftMostMineral.y - Hatchery.y is negative : It means the mierals are North of the hatchery
			// If the difference between Geyser.X - Hatchery.X is positive : It means that the geyser is Right or East of the Hatchery
			else if (gasX > 0 && theY < 0)
			{
				/* Allow the following directions for sunken to be built :
				Decrease X & Keep Y the same (West)
				Decrease X & Increase Y (Go South West)
				Increase X & Increase Y  (Go South East)
				Keep X Same, Increase Y (Go South)

				Go Northwest
				*/
				incrementDecrement = { true, false, false, true, false, true, true, false };

			}

			// If the difference between LeftMostMineral.y - Hatchery.y is positive : It means the mierals are South of the hatchery
			// If the difference between Geyser.X - Hatchery.X is positive : It means that the geyser is Right or East of the Hatchery
			else if (theY > 0 && gasX > 0)
			{
				/* Decrease X & Keep Y the same (West)
				Decrease X & Decrease Y (Go North West)
				Increase X & Decrease Y (Go North East)
				Don't change X Decrease y (Go North)

				Go Southwest
				*/
				incrementDecrement = { false, true, false, false, true, true, false, true };

			}
		}


		else if (useMinX && useGasY)
		{
			// If the difference between LeftMostMineral.x - Hatchery.x is positive : It means the mierals are East of the hatchery
			// If the difference between Geyser.Y - Hatchery.Y is negative : It means that the geyser is North of the Hatchery
			if (gasY < 0 && theX > 0)
			{
				/* Decrease X(Go West)
				Increase Y(Go South)
				Decrease X, Increase Y(Go South West)
				Decrease X, Decrease Y(Go North West)
				I think can try SouthEast ? */
				incrementDecrement = { false, false, false, true, true, true, true, false };

			}

			// If the difference between LeftMostMineral.x - Hatchery.x is positive : It means the mierals are East of the hatchery
			// If the difference between Geyser.Y - Hatchery.Y is positive : It means that the geyser is South of the Hatchery
			else if (theX > 0 && gasY > 0)
			{
				/* Decrease X(Go West)
				Decrease Y(Go North)
				Decrease X, INcrease Y(Go SOuth West)
				Decrease X, Decrease Y(Go North West)
				I think can try NOrthEast?
				*/
				incrementDecrement = { false, false, false, true, true, true, false, true };

			}

			// If the difference between LeftMostMineral.x - Hatchery.x is negative : It means the minerals are West of the hatchery
			// If the difference between Geyser.Y - Hatchery.Y is negative : It means that the geyser is North of the Hatchery
			else if (gasY < 0 && theX < 0)
			{
				/* Increase X(Go East)
				Increase Y(Go South)
				Increase X, Increase Y(Go South East)
				Increase X, Decrease Y(Go North East)
				I think maybe Southwest is okay?.. Even NW might be okay */
				incrementDecrement = { true, true, true, false, false, false, true, false };
			}

			// If the difference between LeftMostMineral.x - Hatchery.x is negative : It means the minerals are West of the hatchery
			// If the difference between Geyser.Y - Hatchery.Y is positive : It means that the geyser is South of the Hatchery
			else if (gasY > 0 && theX < 0)
			{

				incrementDecrement = { true, true, true, false, false, false, false, true };
				/* Increase X(Go East)
				Decrease Y(Go North)
				Increase X, Increase Y(Go South East)
				Increase X, Decrease Y(Go North East)
				I think maybe Northwest is okay? */

			}
		}

		beginX = hatchPosition.x;
		beginY = hatchPosition.y;

		std::vector<std::pair<int, int> > myVec;
		std::pair<int, int> p1;

		for (int i = 0; i < 8; i++)
		{
			if (incrementDecrement[i])
			{
				if (i == 0)
				{
					p1.first = 1;
					p1.second = 1;
				}

				else if (i == 1)
				{
					p1.first = 1;
					p1.second = -1;
				}

				else if (i == 2)
				{
					p1.first = 1;
					p1.second = 0;
				}

				else if (i == 3)
				{
					p1.first = -1;
					p1.second = 1;
				}

				else if (i == 4)
				{
					p1.first = -1;
					p1.second = -1;
				}

				else if (i == 5)
				{
					p1.first = -1;
					p1.second = 0;
				}

				else if (i == 6)
				{
					p1.first = 0;
					p1.second = 1;
				}

				else if (i == 7)
				{
					p1.first = 0;
					p1.second = -1;
				}

				myVec.push_back(p1);
			}

		}


		for (int i = 0; i < 30; i++)
		for (int j = 0; j < 30; j++)
		for (int k = 0; k < 30; k++)
		for (int l = 0; l < 30; l++)
		{
			int xChange = beginX;
			int yChange = beginY;

			xChange += i * myVec[0].first;
			yChange += i * myVec[0].second;

			xChange += j * myVec[1].first;
			yChange += j * myVec[1].second;

			xChange += k * myVec[2].first;
			yChange += k * myVec[2].second;

			xChange += l * myVec[3].first;
			yChange += l * myVec[3].second;

			/*
			if (beginX + 1 == xChange) 
			{
				if (yChange == beginY)
				{
					BWAPI::Broodwar->printf("%d", xChange);
				}
				
			}
			*/
			sunkPosition = BWAPI::TilePosition(xChange, yChange);

			Building b(sunk, sunkPosition);

			if (!isCreepStarted())
			{
				if (BWAPI::Broodwar->hasCreep(sunkPosition) && stuffBlocking.find(sunkPosition) == stuffBlocking.end() && createdBuilding.find(sunkPosition) == createdBuilding.end())
				{
					buildableSunkenTilePositions.insert(sunkPosition);
				}
			}

			else
			{
				if (BWAPI::Broodwar->hasCreep(sunkPosition) && BuildingPlacer::Instance().canBuildHere(sunkPosition, b) && stuffBlocking.find(sunkPosition) == stuffBlocking.end() && createdBuilding.find(sunkPosition) == createdBuilding.end())
				{
					buildableSunkenTilePositions.insert(sunkPosition);
				}
			}

		}


		if (buildableSunkenTilePositions.size() != 0)
		{
			std::set<BWAPI::TilePosition>::iterator it = buildableSunkenTilePositions.begin();
			return *it;
		}
		else
		{
			return BWAPI::TilePositions::None;
		}
	}
}
示例#3
0
// STEP 6: CHECK FOR COMPLETED BUILDINGS
void BuildingManager::checkForCompletedBuildings()
{
	std::vector<Building> toRemove;

	// for each of our buildings under construction
	for (auto & b : _buildings)
	{
		if (b.status != BuildingStatus::UnderConstruction)
		{
			continue;
		}

		// if the unit has completed
		if (b.buildingUnit->isCompleted())
		{
			if (BWAPI::Broodwar->self()->getRace() == BWAPI::Races::Zerg)
			{
				if (b.buildingUnit->getType() == BWAPI::UnitTypes::Zerg_Creep_Colony)
				{
					//b.buildingUnit->upgrade(b.buildingUnit->getUpgrade());
					//b.buildingUnit->buildAddon(BWAPI::UnitTypes::Zerg_Sunken_Colony);

					// MAKE SUNKEN
					//b.buildingUnit->morph(BWAPI::UnitTypes::Zerg_Sunken_Colony);
					MetaType type(BWAPI::UnitTypes::Zerg_Sunken_Colony);
					//ProductionManager::Instance()._queue.queueAsHighestPriority(type, true);

				}

				if (b.buildingUnit->getType() == BWAPI::UnitTypes::Zerg_Hatchery)
				{
					createdHatchery = true;


				}
				/*
				if (b.buildingUnit->getType() == BWAPI::UnitTypes::Zerg_Hatchery)
				{
				for (BWAPI::Unit p : BWAPI::Broodwar->self()->getUnits())
				{
				if (!madeFirstSunken && p->getType().isWorker() && p->getPosition() == firstHatcheryPosition)
				{
				//BWAPI::Position tempPosition;
				//tempPosition.x = b.finalPosition.x + 3;
				//tempPosition.y = b.finalPosition.y + 3;
				MetaType type(BWAPI::UnitTypes::Zerg_Creep_Colony);
				ProductionManager::Instance()._queue.queueAsHighestPriority(type, true);
				/*
				BWAPI::TilePosition sunkPos = getSunkenPosition();
				createdSunkenSet.insert(sunkPos);
				createdSunkenVector.push_back(sunkPos);
				createdBuilding.insert(sunkPos);
				p->build(BWAPI::UnitTypes::Zerg_Hatchery, sunkPos);
				madeFirstSunken = true;
				BWAPI::TilePosition sunkPos2 = getSunkenPosition();
				createdSunkenSet.insert(sunkPos2);
				createdSunkenVector.push_back(sunkPos2);
				createdBuilding.insert(sunkPos2);
				p->build(BWAPI::UnitTypes::Zerg_Hatchery, sunkPos2);
				//b.builderUnit->build(b.type, b.finalPosition);

				break;

				//candidateProducers.insert(p);
				}
				}
				}
				*/

			}
			// if we are terran, give the worker back to worker manager
			if (BWAPI::Broodwar->self()->getRace() == BWAPI::Races::Terran)
			{
				if (b.isGasSteal)
				{
					ScoutManager::Instance().setWorkerScout(b.builderUnit);
				}
				// otherwise tell the worker manager we're finished with this unit
				else
				{
					WorkerManager::Instance().finishedWithWorker(b.builderUnit);
				}
			}



			// remove this unit from the under construction vector
			toRemove.push_back(b);
		}
		else
		{
			if (b.type == 131 && b.buildingUnit->getHitPoints() >= 1050 &&  !transferredDrones)
			{


				//BWAPI::Broodwar->printf("Send Drone");
				//BWAPI::Unitset candidateProducers;
				BWAPI::UnitType sunk = BWAPI::UnitTypes::Zerg_Creep_Colony;
				Building z(sunk, createdHatcheriesVector[0]);
				//BWAPI::Unit workerToAssign = WorkerManager::Instance().getMoveWorker(BWAPI::Position(createdHatcheriesVector[0]));
				//BWAPI::Unit workerToAssign2 = WorkerManager::Instance().getMoveWorker(BWAPI::Position(createdHatcheriesVector[0]));
				//WorkerManager::Instance().setMoveWorker(0, 0, BWAPI::Position(createdHatcheriesVector[0]));
				//WorkerManager::Instance().setMoveWorker(0, 0, BWAPI::Position(createdHatcheriesVector[0]));
				//_reservedMinerals += 75;


				BWAPI::Unit workerToAssign = WorkerManager::Instance().getBuilder(z);
				BWAPI::Unit workerToAssign2 = WorkerManager::Instance().getBuilder(z);

				//WorkerData m;
				//m.setWorkerJob(workerToAssign, WorkerData::Minerals, b.type);
				/*
				for (BWAPI::Unit p : BWAPI::Broodwar->self()->getUnits())
				{
				WorkerData k;

				WorkerData::WorkerJob j = k.getWorkerJob(p);
				if (p->getType().isWorker() && j != WorkerData::Scout)
				{
				*/

				const std::set<BWTA::BaseLocation*, std::less<BWTA::BaseLocation*>> locations = BWTA::getBaseLocations();
				BWTA::BaseLocation *myLocation;

				for (BWTA::BaseLocation *p : locations) {
					BWAPI::TilePosition z = p->getTilePosition();
					if (z == createdHatcheriesVector[0]){
						// This is the BWTA::Location of the first hatchery.
						myLocation = p;
					}
				}
				// Get the set of mineral patches closest to BWTA::Location of the hatchery(it will return like 8 mineral patches usually in the set)
				const BWAPI::Unitset mineralSet = myLocation->getMinerals();

				BWAPI::Unit myMineral;
				for (BWAPI::Unit p : mineralSet)
				{
					myMineral = p;
					// Calculate the difference between LeftMostMineralPatch.x - ExpansionHatchery.x and store it in theX
					//theX = p->getTilePosition().x - hatchPosition.x;
					// Calculate the difference between LeftMostMineralPatch.y - ExpansionHatchery.y and store it in theY
					//theY = p->getTilePosition().y - hatchPosition.y;
					break;
				}



				workerToAssign->gather(myMineral);
				workerToAssign2->gather(myMineral);
				sunkenUnit = workerToAssign;
				sunkenUnit2 = workerToAssign2;
				//sunkenID = workerToAssign->getID();


			
				transferredDrones = true;

			}

			if (b.type == 131 && b.buildingUnit->getHitPoints() >= 1225 && !sentFirstDroneForSunken)
			{
				MetaType type(BWAPI::UnitTypes::Zerg_Creep_Colony);
				ProductionManager::Instance()._queue.queueAsHighestPriority(type, true);
						//sunkenID2 = workerToAssign2->getID();
						//BWAPI::TilePosition tempPosition;
						//tempPosition.x = b.finalPosition.x+4;
						//tempPosition.y = b.finalPosition.y+4;
						//Micro::SmartMove(p, BWAPI::Position(tempPosition));
						//Micro::SmartMove(p, BWAPI::Position(tempPosition));
						//p->move(BWAPI::Position(tempPosition));
						//p->move(BWAPI::Position(tempPosition));
						//break;
						//candidateProducers.insert(p);
					
				//MetaType type(BWAPI::UnitTypes::Zerg_Creep_Colony);
				//ProductionManager::Instance()._queue.queueAsHighestPriority(type, true);
				sentFirstDroneForSunken = true;
			}

		}
	}

	removeBuildings(toRemove);
}
示例#4
0
// STEP 6: CHECK FOR COMPLETED BUILDINGS
void BuildingManager::checkForCompletedBuildings()
{
	std::vector<Building> toRemove;

	// for each of our buildings under construction
	for (auto & b : _buildings)
	{
		if (b.status != BuildingStatus::UnderConstruction)
		{
			continue;
		}

		// if the unit has completed
		if (b.buildingUnit->isCompleted())
		{
			if (BWAPI::Broodwar->self()->getRace() == BWAPI::Races::Zerg)
			{
				if (b.buildingUnit->getType() == BWAPI::UnitTypes::Zerg_Creep_Colony)
				{
					//b.buildingUnit->upgrade(b.buildingUnit->getUpgrade());
					//b.buildingUnit->buildAddon(BWAPI::UnitTypes::Zerg_Sunken_Colony);
					
					// MAKE SUNKEN
					//b.buildingUnit->morph(BWAPI::UnitTypes::Zerg_Sunken_Colony);
					//MetaType type(BWAPI::UnitTypes::Zerg_Sunken_Colony);
					//ProductionManager::Instance()._queue.queueAsHighestPriority(type, true);

				}
				
				if (b.buildingUnit->getType() == BWAPI::UnitTypes::Zerg_Hatchery)
				{
					MetaType type(BWAPI::UnitTypes::Zerg_Creep_Colony);
					ProductionManager::Instance()._queue.queueAsHighestPriority(type, true);
					createdHatchery = true;
				}
				/*
					for (BWAPI::Unit p : BWAPI::Broodwar->self()->getUnits())
					{
						if (!madeFirstSunken && p->getType().isWorker() && p->getPosition() == firstHatcheryPosition)
						{
							//BWAPI::Position tempPosition;
							//tempPosition.x = b.finalPosition.x + 3;
							//tempPosition.y = b.finalPosition.y + 3;
					
							/*
							BWAPI::TilePosition sunkPos = getSunkenPosition();


							createdSunkenSet.insert(sunkPos);
							createdSunkenVector.push_back(sunkPos);
							createdBuilding.insert(sunkPos);
							p->build(BWAPI::UnitTypes::Zerg_Hatchery, sunkPos);

							madeFirstSunken = true;


							BWAPI::TilePosition sunkPos2 = getSunkenPosition();


							createdSunkenSet.insert(sunkPos2);
							createdSunkenVector.push_back(sunkPos2);
							createdBuilding.insert(sunkPos2);
							p->build(BWAPI::UnitTypes::Zerg_Hatchery, sunkPos2);
							//b.builderUnit->build(b.type, b.finalPosition);
							
							break;
							
							//candidateProducers.insert(p);
						}
					}
				}
			*/

			}
			// if we are terran, give the worker back to worker manager
			if (BWAPI::Broodwar->self()->getRace() == BWAPI::Races::Terran)
			{
				if (b.isGasSteal)
				{
					ScoutManager::Instance().setWorkerScout(b.builderUnit);
				}
				// otherwise tell the worker manager we're finished with this unit
				else
				{
					WorkerManager::Instance().finishedWithWorker(b.builderUnit);
				}
			}



			// remove this unit from the under construction vector
			toRemove.push_back(b);
		}
		else
		{
			
			if (b.type == 131 && b.buildingUnit->getHitPoints() >= 1050 && !sentFirstDroneForSunken)
			{

				BWAPI::UnitType sunk = BWAPI::UnitTypes::Zerg_Creep_Colony;
				Building z(sunk, createdHatcheriesVector[0]);
				BWAPI::Unit workerToAssign = WorkerManager::Instance().getBuilder(z);
				BWAPI::Unit workerToAssign2 = WorkerManager::Instance().getBuilder(z);

				const std::set<BWTA::BaseLocation*, std::less<BWTA::BaseLocation*>> locations = BWTA::getBaseLocations();
				BWTA::BaseLocation *myLocation;

				for (BWTA::BaseLocation *p : locations) {
					BWAPI::TilePosition z = p->getTilePosition();
					if (z == createdHatcheriesVector[0]){
						// This is the BWTA::Location of the first hatchery.
						myLocation = p;
					}
				}
				// Get the set of mineral patches closest to BWTA::Location of the hatchery(it will return like 8 mineral patches usually in the set)
				const BWAPI::Unitset mineralSet = myLocation->getMinerals();

				BWAPI::Unit myMineral;
				for (BWAPI::Unit p : mineralSet)
				{
					myMineral = p;
					break;
				}



				workerToAssign->gather(myMineral);
				workerToAssign2->gather(myMineral);
				sunkenUnit = workerToAssign;
				sunkenUnit2 = workerToAssign2;

				sentFirstDroneForSunken = true;
				
			}
			int x = 0;
			
		}
	}

	removeBuildings(toRemove);
}