示例#1
0
bool Commander::isOccupied(BWTA::Region* region)
{
	BWTA::Polygon p = region->getPolygon();
	vector<BaseAgent*> agents = AgentManager::getInstance()->getAgents();
	for (int i = 0; i < (int)agents.size(); i++)
	{
		BaseAgent* agent = agents.at(i);
		if (agent->isAlive() && agent->getUnitType().isResourceDepot())
		{
			BWTA::Region* aRegion = getRegion(agents.at(i)->getUnit()->getTilePosition());
			Position c1 = region->getCenter();
			Position c2 = aRegion->getCenter();
			if (c2.x() == c1.x() && c2.y() == c1.y())
			{
				return true;
			}
		}
	}
	
	//Check expansion site
	TilePosition expansionSite = ExplorationManager::getInstance()->getExpansionSite();
	TilePosition center = TilePosition(region->getCenter());
	if (expansionSite.x() >= 0)
	{
		double dist = expansionSite.getDistance(center);
		if (dist <= 15)
		{
			return true;
		}
	}

	return false;
}
示例#2
0
TilePosition ExplorationManager::getNextToExplore(Squad* squad)
{
	TilePosition curPos = squad->getCenter();
	TilePosition goal = squad->getGoal();

	//Special case: No goal set
	if (goal.x() == -1 || goal.y() == -1)
	{
		BWTA::Region* startRegion = getRegion(curPos); 
		goal = TilePosition(startRegion->getCenter());
		return goal;
	}

	double dist = curPos.getDistance(goal);

	double acceptDist = 4;
	if (squad->isGround())
	{
		acceptDist = 6;
	}

	if (dist <= acceptDist)
	{
		//Squad is close to goal

		//1. Set region to explored
		setExplored(goal);

		//2. Find new region to explore
		BWTA::Region* startRegion = getRegion(goal);
		BWTA::Region* bestRegion = startRegion;

		if (bestRegion != NULL)
		{
			int bestLastVisitFrame = getLastVisitFrame(bestRegion);

			if (!squad->isAir())
			{
				//Ground explorers
				for(set<BWTA::Region*>::const_iterator i=startRegion->getReachableRegions().begin();i!=startRegion->getReachableRegions().end();i++)
				{
					int cLastVisitFrame = getLastVisitFrame((*i));
					TilePosition c = TilePosition((*i)->getCenter());
					if (cLastVisitFrame <= bestLastVisitFrame)
				{
						bestLastVisitFrame = cLastVisitFrame;
						bestRegion = (*i);
					}
				}
			}
			else
			{
				//Air explorers
				double bestDist = 100000;
				for(set<BWTA::Region*>::const_iterator i=getRegions().begin();i!=getRegions().end();i++)
				{
					int cLastVisitFrame = getLastVisitFrame((*i));
					TilePosition c = TilePosition((*i)->getCenter());
					double dist = c.getDistance(curPos);
					if (cLastVisitFrame < bestLastVisitFrame)
				{
						bestLastVisitFrame = cLastVisitFrame;
						bestRegion = (*i);
						bestDist = dist;
					}
					if (cLastVisitFrame == bestLastVisitFrame && dist < bestDist)
				{
						bestLastVisitFrame = cLastVisitFrame;
						bestRegion = (*i);
						bestDist = dist;
					}
				}
			}

			TilePosition newGoal = TilePosition(bestRegion->getCenter());
			return newGoal;
			//Broodwar->printf("Explorer: new goal (%d,%d) I am at (%d,%d) agentGoal (%d,%d)", newGoal.x(), newGoal.y(), curPos.x(), curPos.y(), agent->getGoal().x(), agent->getGoal().y());
		}
	}

	return TilePosition(-1, -1);
}
示例#3
0
void CombatCommander::updateScoutDefenseSquad() 
{
    if (_combatUnits.empty()) 
    { 
        return; 
    }

    // if the current squad has units in it then we can ignore this
    Squad & scoutDefenseSquad = _squadData.getSquad("ScoutDefense");
  
    // get the region that our base is located in
    BWTA::Region * myRegion = BWTA::getRegion(BWAPI::Broodwar->self()->getStartLocation());
    if (!myRegion && myRegion->getCenter().isValid())
    {
        return;
    }

    // get all of the enemy units in this region
	BWAPI::Unitset enemyUnitsInRegion;
    for (auto & unit : BWAPI::Broodwar->enemy()->getUnits())
    {
        if (BWTA::getRegion(BWAPI::TilePosition(unit->getPosition())) == myRegion)
        {
            enemyUnitsInRegion.insert(unit);
        }
    }

    // if there's an enemy worker in our region then assign someone to chase him
    bool assignScoutDefender = enemyUnitsInRegion.size() == 1 && (*enemyUnitsInRegion.begin())->getType().isWorker();

    // if our current squad is empty and we should assign a worker, do it
    if (scoutDefenseSquad.isEmpty() && assignScoutDefender)
    {
        // the enemy worker that is attacking us
        BWAPI::Unit enemyWorker = *enemyUnitsInRegion.begin();

        // get our worker unit that is mining that is closest to it
        BWAPI::Unit workerDefender = findClosestWorkerToTarget(_combatUnits, enemyWorker);

		if (enemyWorker && workerDefender)
		{
			// grab it from the worker manager and put it in the squad
            if (_squadData.canAssignUnitToSquad(workerDefender, scoutDefenseSquad))
            {
			    WorkerManager::Instance().setCombatWorker(workerDefender);
                _squadData.assignUnitToSquad(workerDefender, scoutDefenseSquad);
            }
		}
    }
    // if our squad is not empty and we shouldn't have a worker chasing then take him out of the squad
    else if (!scoutDefenseSquad.isEmpty() && !assignScoutDefender)
    {
        for (auto & unit : scoutDefenseSquad.getUnits())
        {
            unit->stop();
            if (unit->getType().isWorker())
            {
                WorkerManager::Instance().finishedWithWorker(unit);
            }
        }

        scoutDefenseSquad.clear();
    }
}