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C++ bwta::BaseLocation类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中bwta::BaseLocation的典型用法代码示例。如果您正苦于以下问题:C++ BaseLocation类的具体用法?C++ BaseLocation怎么用?C++ BaseLocation使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了BaseLocation类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: drawScoutInformation

void ScoutManager::drawScoutInformation(int x, int y)
{
    if (!Config::Debug::DrawScoutInfo)
    {
        return;
    }

	BWAPI::Broodwar->drawTextScreen(x, y - 10, "Enemy base timer == %d", patrol_counter);

    BWAPI::Broodwar->drawTextScreen(x, y, "ScoutInfo: %s", _scoutStatus.c_str());

	BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());
	double distance = 0.0;
	if (_workerScout && _workerScout->exists() && enemyBaseLocation)
	{
		BWAPI::Position tmp = BWAPI::Position(enemyBaseLocation->getTilePosition());
		int x1 = _workerScout->getPosition().x;
		int y1 = _workerScout->getPosition().y;

		int x2 = tmp.x;
		int y2 = tmp.y;

		distance = sqrt((x1 - x2)*(x1 - x2) + (y1 - y2)*(y1 - y2) + 0.0);
	}
	 
    BWAPI::Broodwar->drawTextScreen(x, y+10, "Distance to enemy base: %.2lf", distance);
    for (size_t i(0); i < _enemyRegionVertices.size(); ++i)
    {
        BWAPI::Broodwar->drawCircleMap(_enemyRegionVertices[i], 4, BWAPI::Colors::Green, false);
        BWAPI::Broodwar->drawTextMap(_enemyRegionVertices[i], "%d", i);
    }
}
开发者ID:pineal,项目名称:SC_AI_Flash,代码行数:32,代码来源:ScoutManager.cpp


示例2: getNextExpansionLocation

BWAPI::TilePosition getNextExpansionLocation(TilePosition currentExpo)
{
	//remove the current expo from the list
	//loop through expos and find the nearest one
	std::set<BWTA::BaseLocation*> bases;

	for (auto &u : allBases)
	{
		//make sure we delete the current expansion
		if (u->getTilePosition() == currentExpo)
		{
			allBases.erase(u);
		}
	}
	BWTA::BaseLocation *ret = *allBases.begin();

	int minDistance = currentExpo.getApproxDistance(ret->getTilePosition());

	//make sure we dont accidently find current expansion
	for (auto &u : allBases)
	{
		int tempDistance = currentExpo.getApproxDistance(u->getTilePosition());
		if (tempDistance < minDistance && tempDistance > 10)
		{
			//found a closer base
			minDistance = tempDistance;
			ret = u;
		}
	}
	return ret->getTilePosition();
}
开发者ID:npham014,项目名称:SampleStarcraftAI,代码行数:31,代码来源:Util.cpp


示例3: getMainAttackLocation

BWAPI::Position CombatCommander::getMainAttackLocation()
{
    BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());

    // First choice: Attack an enemy region if we can see units inside it
    if (enemyBaseLocation)
    {
        BWAPI::Position enemyBasePosition = enemyBaseLocation->getPosition();

        // get all known enemy units in the area
        BWAPI::Unitset enemyUnitsInArea;
		MapGrid::Instance().GetUnits(enemyUnitsInArea, enemyBasePosition, 800, false, true);

        bool onlyOverlords = true;
        for (auto & unit : enemyUnitsInArea)
        {
            if (unit->getType() != BWAPI::UnitTypes::Zerg_Overlord)
            {
                onlyOverlords = false;
            }
        }

        if (!BWAPI::Broodwar->isExplored(BWAPI::TilePosition(enemyBasePosition)) || !enemyUnitsInArea.empty())
        {
            if (!onlyOverlords)
            {
                return enemyBaseLocation->getPosition();
            }
        }
    }

    // Second choice: Attack known enemy buildings
    for (const auto & kv : InformationManager::Instance().getUnitInfo(BWAPI::Broodwar->enemy()))
    {
        const UnitInfo & ui = kv.second;

        if (ui.type.isBuilding() && ui.lastPosition != BWAPI::Positions::None)
		{
			return ui.lastPosition;	
		}
    }

    // Third choice: Attack visible enemy units that aren't overlords
    for (auto & unit : BWAPI::Broodwar->enemy()->getUnits())
	{
        if (unit->getType() == BWAPI::UnitTypes::Zerg_Overlord)
        {
            continue;
        }

		if (UnitUtil::IsValidUnit(unit) && unit->isVisible())
		{
			return unit->getPosition();
		}
	}

    // Fourth choice: We can't see anything so explore the map attacking along the way
    return MapGrid::Instance().getLeastExplored();
}
开发者ID:Cdingram,项目名称:GGEZ-Bot,代码行数:59,代码来源:CombatCommander.cpp


示例4: getBuildingLocation

BWAPI::TilePosition BuildingManager::getBuildingLocation(const Building & b)
{
    int numPylons = BWAPI::Broodwar->self()->completedUnitCount(BWAPI::UnitTypes::Protoss_Pylon);

    if (b.isGasSteal)
    {
        BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());
        UAB_ASSERT(enemyBaseLocation,"Should have enemy base location before attempting gas steal");
        UAB_ASSERT(enemyBaseLocation->getGeysers().size() > 0,"Should have spotted an enemy geyser");

        for (auto & unit : enemyBaseLocation->getGeysers())
        {
            BWAPI::TilePosition tp(unit->getInitialTilePosition());
            return tp;
        }
    }

    if (b.type.requiresPsi() && numPylons == 0)
    {
        return BWAPI::TilePositions::None;
    }
	
	//if building a bunker for strategy "Terran_Custom", return one location near an attacked unit
	if ((b.type == BWAPI::UnitTypes::Terran_Bunker) && (Config::Strategy::StrategyName == "Terran_Custom"))
	{
		for (auto & unit : BWAPI::Broodwar->self()->getUnits())
		{
			if (unit->isUnderAttack())
			{
				return BuildingPlacer::Instance().getBuildLocationNear(b, 1, false);
				break;
			}
		}
	}
	
    if (b.type.isRefinery())
    {
        return BuildingPlacer::Instance().getRefineryPosition();
    }

    if (b.type.isResourceDepot())
    {
        // get the location 
        BWAPI::TilePosition tile = MapTools::Instance().getNextExpansion();

        return tile;
    }

    // set the building padding specifically
    int distance = b.type == BWAPI::UnitTypes::Protoss_Photon_Cannon ? 0 : Config::Macro::BuildingSpacing;
    if (b.type == BWAPI::UnitTypes::Protoss_Pylon && (numPylons < 3))
    {
        distance = Config::Macro::PylonSpacing;
    }

    // get a position within our region
    return BuildingPlacer::Instance().getBuildLocationNear(b,distance,false);
}
开发者ID:ssssuishui,项目名称:SKBot,代码行数:58,代码来源:BuildingManager.cpp


示例5: updateAttackSquads

void CombatCommander::updateAttackSquads()
{
    Squad & mainAttackSquad = _squadData.getSquad("MainAttack");

	//check for overlord in squad
	bool containsoverlord = false;
	int numOverlords = 0;
	for (auto& unit : mainAttackSquad.getUnits()) {
		if (unit->getType() == BWAPI::UnitTypes::Zerg_Overlord)
		{
			containsoverlord = true;
			numOverlords++;
		}
	}

//	BWAPI::Broodwar->printf("Overlords in Attack squad: %d", numOverlords);

    for (auto & unit : _combatUnits)
    {

        if (unit->getType() == BWAPI::UnitTypes::Zerg_Scourge && UnitUtil::GetAllUnitCount(BWAPI::UnitTypes::Zerg_Hydralisk) < 30)
        {
            continue;
        }

        // get every unit of a lower priority and put it into the attack squad
		if (!unit->getType().isWorker() && (unit->getType() != BWAPI::UnitTypes::Zerg_Lurker) && _squadData.canAssignUnitToSquad(unit, mainAttackSquad))
		{
			if (unit->getType() == BWAPI::UnitTypes::Zerg_Overlord)
			{
				if (!containsoverlord && numOverlords < 2)
				{
					_squadData.assignUnitToSquad(unit, mainAttackSquad);
					containsoverlord = true;
					numOverlords++;
				}
			}
			else {
				_squadData.assignUnitToSquad(unit, mainAttackSquad);
			}
        }
    }


	// Defend bases until we have 3 lurkers
	if (BWAPI::Broodwar->self()->getRace() == BWAPI::Races::Zerg && mainAttackSquad.getUnits().size() < 10) {
		BWTA::BaseLocation * pos = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->self());
		SquadOrder mainAttackOrder(SquadOrderTypes::Defend, pos->getPosition(), 250, "Defend Region!");
		mainAttackSquad.setSquadOrder(mainAttackOrder);
		return;
	}

    SquadOrder mainAttackOrder(SquadOrderTypes::Attack, getMainAttackLocation(), 800, "Attack Enemy Base");
    mainAttackSquad.setSquadOrder(mainAttackOrder);
}
开发者ID:cmput350-charles,项目名称:ualbertabot,代码行数:55,代码来源:CombatCommander.cpp


示例6: getEnemyGeyser

BWAPI::Unit ScoutManager::getEnemyGeyser()
{
	BWAPI::Unit geyser = nullptr;
	BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());

	for (auto & unit : enemyBaseLocation->getGeysers())
	{
		geyser = unit;
	}

	return geyser;
}
开发者ID:rcockbur,项目名称:cpp-StarCraft-AI-Competition,代码行数:12,代码来源:ScoutManager.cpp


示例7: getEnemyGeyser

BWAPI::UnitInterface* ScoutManager::getEnemyGeyser()
{
	BWAPI::UnitInterface* geyser = NULL;
	BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());

	for (BWAPI::UnitInterface* unit : enemyBaseLocation->getGeysers())
	{
		geyser = unit;
	}

	return geyser;
}
开发者ID:NextGenIntelligence,项目名称:ualbertabot,代码行数:12,代码来源:ScoutManager.cpp


示例8: check

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;
		}
	}
}
开发者ID:AIUR-group,项目名称:BroodwarBotQ,代码行数:14,代码来源:ProbeUnit.cpp


示例9: onRevoke

 void ScoutManager::onRevoke( BWAPI::Unit unit, double bid )
 {
   if ( m_scouts.find( unit ) != m_scouts.end() )
   {
     BWTA::BaseLocation* lostTarget = m_scouts[unit].m_target;
     if ( m_baseLocationsExplored.find( lostTarget ) == m_baseLocationsExplored.end() )
     {
       m_baseLocationsToScout.push_back( lostTarget );
       if ( m_debugMode )
       {
         BWAPI::Broodwar->printf( "Reassigning ( %d, %d )", lostTarget->getPosition().x, lostTarget->getPosition().y );
       }
     }
     m_scouts.erase( unit );
   }
 }
开发者ID:Fobbah,项目名称:bwsal,代码行数:16,代码来源:ScoutManager.cpp


示例10: expand

BWTA::BaseLocation* BaseManager::expand(int priority)
{
	BWTA::BaseLocation* location = NULL;
	BWTA::BaseLocation* locationWithoutGas = NULL;

	double minDist=-1;
	BWTA::BaseLocation* home = BWTA::getStartLocation(BWAPI::Broodwar->self());

	std::set<BWTA::BaseLocation*>::const_iterator i;
	for(i = BWTA::getBaseLocations().begin(); i != BWTA::getBaseLocations().end(); i++)
	{
		BWTA::BaseLocation *baseLocation = (*i);

		if (baseLocation->isIsland())
		{
			continue;
		}

		double dist = home->getGroundDistance(baseLocation);
		if (dist > 0 && getBase(baseLocation) == NULL)
		{
			if (minDist == -1 || dist < minDist)
			{
				if (baseLocation->isMineralOnly())
				{
					locationWithoutGas = baseLocation;
				}
				else
				{
					location = baseLocation;
					minDist = dist;
				}
			}
		}
	}

	if (location == NULL && locationWithoutGas != NULL)
	{
		BWAPI::Broodwar->printf("Expanding to location without gas.");

		location = locationWithoutGas;
	}

	return expand(location, priority);
}
开发者ID:albertouri,项目名称:dementor-bot,代码行数:45,代码来源:BaseManager.cpp


示例11: getBuildingLocation

BWAPI::TilePosition BuildingManager::getBuildingLocation(const Building & b)
{
    int numPylons = BWAPI::Broodwar->self()->completedUnitCount(BWAPI::UnitTypes::Protoss_Pylon);

    if (b.isGasSteal)
    {
        BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());
        UAB_ASSERT(enemyBaseLocation,"Should have enemy base location before attempting gas steal");
        UAB_ASSERT(enemyBaseLocation->getGeysers().size() > 0,"Should have spotted an enemy geyser");

        for (auto & unit : enemyBaseLocation->getGeysers())
        {
            BWAPI::TilePosition tp(unit->getInitialTilePosition());
            return tp;
        }
    }

    if (b.type.requiresPsi() && numPylons == 0)
    {
        return BWAPI::TilePositions::None;
    }

    if (b.type.isRefinery())
    {
        return BuildingPlacer::Instance().getRefineryPosition();
    }

    if (b.type.isResourceDepot())
    {
        // get the location 
        BWAPI::TilePosition tile = MapTools::Instance().getNextExpansion();

        return tile;
    }

	if (b.type == BWAPI::UnitTypes::Terran_Bunker)
	{
		BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());
		UAB_ASSERT(enemyBaseLocation, "Should have enemy base location before attempting gas steal");
		BWTA::Chokepoint * chokePoint = BWTA::getNearestChokepoint(enemyBaseLocation->getTilePosition());
		std::pair<BWAPI::Position, BWAPI::Position> sides = chokePoint->getSides();
		BWAPI::Position poi = enemyBaseLocation->getPosition().getDistance(sides.first) > enemyBaseLocation->getPosition().getDistance(sides.second) ? sides.first : sides.second;
		//BWAPI::Broodwar->printf("Tisssle Position (%d, %d)", BWAPI::TilePosition(poi).x, BWAPI::TilePosition(poi).y);
		return BWAPI::TilePosition(sides.second);
	}

    // set the building padding specifically
    int distance = b.type == BWAPI::UnitTypes::Protoss_Photon_Cannon ? 0 : Config::Macro::BuildingSpacing;
    if (b.type == BWAPI::UnitTypes::Protoss_Pylon && (numPylons < 3))
    {
        distance = Config::Macro::PylonSpacing;
    }

    // get a position within our region
    return BuildingPlacer::Instance().getBuildLocationNear(b,distance,false);
}
开发者ID:SKBot,项目名称:SKBot,代码行数:56,代码来源:BuildingManager.cpp


示例12: isGasStealRefinery

bool WorkerManager::isGasStealRefinery(BWAPI::Unit unit)
{
    BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());
    if (!enemyBaseLocation)
    {
        return false;
    }
    
    if (enemyBaseLocation->getGeysers().empty())
    {
        return false;
    }
    
	for (auto & u : enemyBaseLocation->getGeysers())
	{
        if (unit->getTilePosition() == u->getTilePosition())
        {
            return true;
        }
	}

    return false;
}
开发者ID:cmput350-charles,项目名称:ualbertabot,代码行数:23,代码来源:WorkerManager.cpp


示例13: checkEnemyMovedOut

void InformationManager::checkEnemyMovedOut(){
	BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());
	BWTA::BaseLocation * ourBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->self());
	BWAPI::TilePosition ourBase = BWAPI::TilePosition(ourBaseLocation->getPosition());
	if (enemyBaseLocation == nullptr)
	{
		double baseToBase = 0;
		if (_distToFarthestBase < 1.0)
		{
			double currentBtoB = 0;
			for (auto &bases : BWTA::getStartLocations())
			{
				currentBtoB = BWTA::getGroundDistance(ourBase, bases->getTilePosition());
				if (currentBtoB > baseToBase)
				{
					baseToBase = currentBtoB;
				}
			}
			_distToFarthestBase = baseToBase;
		}
		baseToBase = _distToFarthestBase;
		double baseToUnit;
		for (auto &unit : InformationManager::Instance().getUnitInfo(BWAPI::Broodwar->enemy()))
		{
			if (UnitUtil::IsCombatUnit(unit.second.unit))
			{
				BWAPI::TilePosition enemyPos = BWAPI::TilePosition(unit.second.lastPosition);
				if (_movedOutMap.count(enemyPos) != 0)
				{
					if (_movedOutMap[enemyPos] == true)
					{
						//BWAPI::Broodwar->printf("Enemy has moved out!");
						_enemyMovedOut = true;
						return;
					}
				}
				else
				{
					baseToUnit = BWTA::getGroundDistance(ourBase, BWAPI::TilePosition(unit.second.lastPosition));
					if (baseToUnit < baseToBase)
					{
						//BWAPI::Broodwar->printf("Enemy has moved out!");
						_enemyMovedOut = true;
						_movedOutMap[enemyPos] = true;
						return;
					}
					else
					{
						_movedOutMap[enemyPos] = false;
					}
				}
			}
		}
		_enemyMovedOut = false;
		//BWAPI::Broodwar->printf("Enemy in their base");
	}
	else
	{
		BWAPI::TilePosition enemyChoke = BWAPI::TilePosition(BWTA::getNearestChokepoint(enemyBaseLocation->getPosition())->getCenter());
		if (_distToEnemyChoke < 1.0)
		{
			_distToEnemyChoke = BWTA::getGroundDistance(ourBase, enemyChoke);
		}
		double baseToChoke = _distToEnemyChoke;
		double baseToUnit;
		for (auto &unit : InformationManager::Instance().getUnitInfo(BWAPI::Broodwar->enemy()))
		{
			if (UnitUtil::IsCombatUnit(unit.second.unit))
			{
				BWAPI::TilePosition enemyPos = BWAPI::TilePosition(unit.second.lastPosition);
				if (_movedOutMap.count(enemyPos) != 0)
				{
					if (_movedOutMap[enemyPos] == true)
					{
						//BWAPI::Broodwar->printf("Enemy has moved out!");
						_enemyMovedOut = true;
						return;
					}
				}
				else
				{
					baseToUnit = BWTA::getGroundDistance(ourBase, enemyPos);
					if (baseToUnit < baseToChoke)
					{
						//BWAPI::Broodwar->printf("Enemy has moved out!");
						_enemyMovedOut = true;
						_movedOutMap[enemyPos] = true;
						return;
					}
					else
					{
						_movedOutMap[enemyPos] = false;
					}
				}
			}
		}
		_enemyMovedOut = false;
		//BWAPI::Broodwar->printf("Enemy in their base");
	}
}
开发者ID:0x4849,项目名称:c350,代码行数:100,代码来源:InformationManager.cpp


示例14: getNextExpansion

BWAPI::TilePosition MapTools::getNextExpansion(BWAPI::Player player)
{
    BWTA::BaseLocation * closestBase = nullptr;
    double minDistance = 100000;

    BWAPI::TilePosition homeTile = player->getStartLocation();

    // for each base location
    for (BWTA::BaseLocation * base : BWTA::getBaseLocations())
    {
        // if the base has gas
        if (!base->isMineralOnly() && !(base == BWTA::getStartLocation(player)))
        {
            // get the tile position of the base
            BWAPI::TilePosition tile = base->getTilePosition();
            bool buildingInTheWay = false;

            for (int x = 0; x < BWAPI::Broodwar->self()->getRace().getCenter().tileWidth(); ++x)
            {
                for (int y = 0; y < BWAPI::Broodwar->self()->getRace().getCenter().tileHeight(); ++y)
                {
                    BWAPI::TilePosition tp(tile.x + x, tile.y + y);

                    for (auto & unit : BWAPI::Broodwar->getUnitsOnTile(tp))
                    {
                        if (unit->getType().isBuilding() && !unit->isFlying())
                        {
                            buildingInTheWay = true;
                            break;
                        }
                    }
                }
            }
            
            if (buildingInTheWay)
            {
                continue;
            }

            // the base's distance from our main nexus
            BWAPI::Position myBasePosition(player->getStartLocation());
            BWAPI::Position thisTile = BWAPI::Position(tile);
            double distanceFromHome = MapTools::Instance().getGroundDistance(thisTile,myBasePosition);

            // if it is not connected, continue
            if (!BWTA::isConnected(homeTile,tile) || distanceFromHome < 0)
            {
                continue;
            }

            if (!closestBase || distanceFromHome < minDistance)
            {
                closestBase = base;
                minDistance = distanceFromHome;
            }
        }

    }

    if (closestBase)
    {
        return closestBase->getTilePosition();
    }
    else
    {
        return BWAPI::TilePositions::None;
    }
}
开发者ID:DantesGearbox,项目名称:ualbertabot,代码行数:68,代码来源:MapTools.cpp


示例15: moveScouts

void ScoutManager::moveScouts()
{
	if (!_workerScout || !_workerScout->exists() || !(_workerScout->getHitPoints() > 0))
	{
		return;
	}

    int scoutHP = _workerScout->getHitPoints() + _workerScout->getShields();
    
    gasSteal();

	// get the enemy base location, if we have one
	BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());

    int scoutDistanceThreshold = 30;

    if (_workerScout->isCarryingGas())
    {
        BWAPI::Broodwar->drawCircleMap(_workerScout->getPosition(), 10, BWAPI::Colors::Purple, true);
    }

    // if we initiated a gas steal and the worker isn't idle, 
    bool finishedConstructingGasSteal = _workerScout->isIdle() || _workerScout->isCarryingGas();
    if (!_gasStealFinished && _didGasSteal && !finishedConstructingGasSteal)
    {
        return;
    }
    // check to see if the gas steal is completed
    else if (_didGasSteal && finishedConstructingGasSteal)
    {
        _gasStealFinished = true;
    }
    
	// if we know where the enemy region is and where our scout is
	if (_workerScout && enemyBaseLocation)
	{
        int scoutDistanceToEnemy = MapTools::Instance().getGroundDistance(_workerScout->getPosition(), enemyBaseLocation->getPosition());
        bool scoutInRangeOfenemy = scoutDistanceToEnemy <= scoutDistanceThreshold;
        
        // we only care if the scout is under attack within the enemy region
        // this ignores if their scout worker attacks it on the way to their base
        if (scoutHP < _previousScoutHP)
        {
	        _scoutUnderAttack = true;
        }

        if (!_workerScout->isUnderAttack() && !enemyWorkerInRadius())
        {
	        _scoutUnderAttack = false;
        }

		// if the scout is in the enemy region
		if (scoutInRangeOfenemy)
		{
			// get the closest enemy worker
			BWAPI::Unit closestWorker = closestEnemyWorker();

			// if the worker scout is not under attack
			if (!_scoutUnderAttack)
			{
				// if there is a worker nearby, harass it
				if (Config::Strategy::ScoutHarassEnemy && (!Config::Strategy::GasStealWithScout || _gasStealFinished) && closestWorker && (_workerScout->getDistance(closestWorker) < 800))
				{
                    _scoutStatus = "Harass enemy worker";
                    _currentRegionVertexIndex = -1;
					Micro::SmartAttackUnit(_workerScout, closestWorker);
				}
				// otherwise keep moving to the enemy region
				else
				{
                    _scoutStatus = "Following perimeter";
                    followPerimeter();  
                }
				
			}
			// if the worker scout is under attack
			else
			{
                _scoutStatus = "Under attack inside, fleeing";
                followPerimeter();
			}
		}
		// if the scout is not in the enemy region
		else if (_scoutUnderAttack)
		{
            _scoutStatus = "Under attack inside, fleeing";

            followPerimeter();
		}
		else
		{
            _scoutStatus = "Enemy region known, going there";

			// move to the enemy region
			followPerimeter();
        }
		
	}

	// for each start location in the level
//.........这里部分代码省略.........
开发者ID:rcockbur,项目名称:cpp-StarCraft-AI-Competition,代码行数:101,代码来源:ScoutManager.cpp


示例16: calculateEnemyRegionVertices

void ScoutManager::calculateEnemyRegionVertices()
{
    BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());
    //UAB_ASSERT_WARNING(enemyBaseLocation, "We should have an enemy base location if we are fleeing");

    if (!enemyBaseLocation)
    {
        return;
    }

    BWTA::Region * enemyRegion = enemyBaseLocation->getRegion();
    //UAB_ASSERT_WARNING(enemyRegion, "We should have an enemy region if we are fleeing");

    if (!enemyRegion)
    {
        return;
    }

    const BWAPI::Position basePosition = BWAPI::Position(BWAPI::Broodwar->self()->getStartLocation());
    const std::vector<BWAPI::TilePosition> & closestTobase = MapTools::Instance().getClosestTilesTo(basePosition);

    std::set<BWAPI::Position> unsortedVertices;

    // check each tile position
    for (size_t i(0); i < closestTobase.size(); ++i)
    {
        const BWAPI::TilePosition & tp = closestTobase[i];

        if (BWTA::getRegion(tp) != enemyRegion)
        {
            continue;
        }

        // a tile is 'surrounded' if
        // 1) in all 4 directions there's a tile position in the current region
        // 2) in all 4 directions there's a buildable tile
        bool surrounded = true;
        if (BWTA::getRegion(BWAPI::TilePosition(tp.x+1, tp.y)) != enemyRegion || !BWAPI::Broodwar->isBuildable(BWAPI::TilePosition(tp.x+1, tp.y))
            || BWTA::getRegion(BWAPI::TilePosition(tp.x, tp.y+1)) != enemyRegion || !BWAPI::Broodwar->isBuildable(BWAPI::TilePosition(tp.x, tp.y+1))
            || BWTA::getRegion(BWAPI::TilePosition(tp.x-1, tp.y)) != enemyRegion || !BWAPI::Broodwar->isBuildable(BWAPI::TilePosition(tp.x-1, tp.y))
            || BWTA::getRegion(BWAPI::TilePosition(tp.x, tp.y-1)) != enemyRegion || !BWAPI::Broodwar->isBuildable(BWAPI::TilePosition(tp.x, tp.y -1))) 
        { 
            surrounded = false; 
        }
        
        // push the tiles that aren't surrounded
        if (!surrounded && BWAPI::Broodwar->isBuildable(tp))
        {
            if (Config::Debug::DrawScoutInfo)
            {
                int x1 = tp.x * 32 + 2;
                int y1 = tp.y * 32 + 2;
                int x2 = (tp.x+1) * 32 - 2;
                int y2 = (tp.y+1) * 32 - 2;
        
                BWAPI::Broodwar->drawTextMap(x1+3, y1+2, "%d", MapTools::Instance().getGroundDistance(BWAPI::Position(tp), basePosition));
                BWAPI::Broodwar->drawBoxMap(x1, y1, x2, y2, BWAPI::Colors::Green, false);
            }
            
            unsortedVertices.insert(BWAPI::Position(tp) + BWAPI::Position(16, 16));
        }
    }


    std::vector<BWAPI::Position> sortedVertices;
    BWAPI::Position current = *unsortedVertices.begin();

    _enemyRegionVertices.push_back(current);
    unsortedVertices.erase(current);

    // while we still have unsorted vertices left, find the closest one remaining to current
    while (!unsortedVertices.empty())
    {
        double bestDist = 1000000;
        BWAPI::Position bestPos;

        for (const BWAPI::Position & pos : unsortedVertices)
        {
            double dist = pos.getDistance(current);

            if (dist < bestDist)
            {
                bestDist = dist;
                bestPos = pos;
            }
        }

        current = bestPos;
        sortedVertices.push_back(bestPos);
        unsortedVertices.erase(bestPos);
    }

    // let's close loops on a threshold, eliminating death grooves
    int distanceThreshold = 100;

    while (true)
    {
        // find the largest index difference whose distance is less than the threshold
        int maxFarthest = 0;
        int maxFarthestStart = 0;
//.........这里部分代码省略.........
开发者ID:rcockbur,项目名称:cpp-StarCraft-AI-Competition,代码行数:101,代码来源:ScoutManager.cpp


示例17: checkForCompletedBuildings


//.........这里部分代码省略.........


			// 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);
}
开发者ID:0x4849,项目名称:c350,代码行数:101,代码来源:BuildingManagergggg.cpp


示例18: onStart

void BasicAIModule::onStart()
{
  Broodwar->enableFlag( Flag::UserInput );
  BWTA::readMap();
  BWTA::analyze();
  BWSAL::resetLog();

  m_informationManager = InformationManager::create();
  m_borderManager = BorderManager::create( m_informationManager );
  m_baseManager = BaseManager::create( m_borderManager );
  m_buildingPlacer = new BFSBuildingPlacer();
  m_reservedMap = ReservedMap::create();
  m_unitArbitrator = new UnitArbitrator();
  m_unitGroupManager = UnitGroupManager::create();
  m_buildUnitManager = BuildUnitManager::create();
  m_buildEventTimeline = BuildEventTimeline::create( m_buildUnitManager );
  m_taskScheduler = TaskScheduler::create( m_buildEventTimeline, m_buildUnitManager );
  m_taskExecutor = TaskExecutor::create( m_unitArbitrator, m_buildEventTimeline, m_reservedMap, m_buildingPlacer );
  m_workerManager = WorkerManager::create( m_unitArbitrator, m_baseManager );
  m_scoutManager = ScoutManager::create( m_unitArbitrator, m_informationManager );
  m_defenseManager = DefenseManager::create( m_unitArbitrator, m_borderManager );
  m_buildOrderManager = BuildOrderManager::create( m_taskScheduler, m_taskExecutor, m_buildUnitManager );
  m_supplyManager = SupplyManager::create( m_buildOrderManager, m_taskScheduler );
  m_enhancedUI = new EnhancedUI();

  m_buildEventTimeline->initialize();
  m_scoutManager->initialize();

  m_modules.push_back( m_informationManager );
  m_modules.push_back( m_borderManager );
  m_modules.push_back( m_baseManager );
  m_modules.push_back( m_buildEventTimeline );
  m_modules.push_back( m_reservedMap );
  m_modules.push_back( m_unitGroupManager );
  m_modules.push_back( m_buildUnitManager );
  m_modules.push_back( m_taskScheduler );
  m_modules.push_back( m_taskExecutor );
  m_modules.push_back( m_workerManager );
  m_modules.push_back( m_scoutManager );
  m_modules.push_back( m_defenseManager );

  BWAPI::Race race = Broodwar->self()->getRace();
  BWAPI::Race enemyRace = Broodwar->enemy()->getRace();
  double minDist;
  BWTA::BaseLocation* natural = NULL;
  BWTA::BaseLocation* home = BWTA::getStartLocation( Broodwar->self() );
  foreach( BWTA::BaseLocation* bl, BWTA::getBaseLocations() )
  {
    if ( bl != home )
    {
      double dist = home->getGroundDistance( bl );
      if ( dist > 0 )
      {
        if ( natural == NULL || dist < minDist)
        {
          minDist = dist;
          natural = bl;
        }
      }
    }
  }
  int buildID = 1;
  if ( race == Races::Zerg )
  {
    // Send an overlord out if Zerg
    m_scoutManager->setScoutCount( 1 );

    if (buildID == 1)
    {
      //morph 5 lurkers (tests dependency resolver, task scheduler)
      m_buildOrderManager->build( 8, UnitTypes::Zerg_Drone, 90 );
      m_buildOrderManager->buildAdditional( 1, UnitTypes::Zerg_Overlord, 85 );
      m_buildOrderManager->build( 12, UnitTypes::Zerg_Drone, 84 );
      m_buildOrderManager->buildAdditional( 1, UnitTypes::Zerg_Lair, 82);
      m_buildOrderManager->buildAdditional( 5, UnitTypes::Zerg_Lurker, 80);
      m_buildOrderManager->build( 12, UnitTypes::Zerg_Drone, 30 );
    }
    else if (buildID >= 2)
    {
      //12 pool 6 lings (tests larva task scheduler)
      m_buildOrderManager->build( 8, UnitTypes::Zerg_Drone, 90 );
      m_buildOrderManager->buildAdditional( 1, UnitTypes::Zerg_Overlord, 85 );
      m_buildOrderManager->build( 12, UnitTypes::Zerg_Drone, 84 );
      m_buildOrderManager->buildAdditional( 1, UnitTypes::Zerg_Spawning_Pool, 70 );
      m_buildOrderManager->buildAdditional( 3, UnitTypes::Zerg_Zergling, 65 );
      m_buildOrderManager->build( 40, UnitTypes::Zerg_Drone, 62 );
    }
  }
  else if ( race == Races::Terran )
  {
    if (buildID == 1)
    {
      //build 3 comsat stations (tests dependency resolver)
      m_buildOrderManager->build(9,UnitTypes::Terran_SCV,90);
      m_buildOrderManager->build(1,UnitTypes::Terran_Supply_Depot,85);
      m_buildOrderManager->build(20,UnitTypes::Terran_SCV,80);
      m_buildOrderManager->buildAdditional(3,UnitTypes::Terran_Comsat_Station,60);
    }
    else if (buildID == 2)
    {
//.........这里部分代码省略.........
开发者ID:Insomniumm,项目名称:bwsal,代码行数:101,代码来源:BasicAIModule.cpp


示例19: updateScoutAssignments

  void ScoutManager::updateScoutAssignments()
  {
    // Remove scout positions if the enemy is not there.
    for ( std::map< BWAPI::Unit, ScoutData >::iterator s = m_scouts.begin(); s != m_scouts.end(); s++ )
    {
      if ( s->second.m_mode == ScoutData::Searching
        && s->first->getPosition().getDistance( s->second.m_target->getPosition() ) < s->first->getType().sightRange() )
      {
        bool empty = true;
        for ( int x = s->second.m_target->getTilePosition().x; x < s->second.m_target->getTilePosition().x + 4; x++ )
        {
          for ( int y = s->second.m_target->getTilePosition().y; y < s->second.m_target->getTilePosition().y + 3; y++ )
          {
            for( BWAPI::Unit u : BWAPI::Broodwar->getUnitsOnTile( x, y ) )
            {
              if ( u->getType().isResourceDepot() )
              {
                empty = false;
                break;
              }
            }
            if ( !empty ) break;
          }
          if ( !empty ) break;
        }
        if ( empty )
        {
          m_informationManager->setBaseEmpty( s->second.m_target );
        }
        BWTA::BaseLocation* exploredBaseLocation = s->second.m_target;
        m_baseLocationsToScout.remove( exploredBaseLocation );
        
        m_baseLocationsExplored.insert( exploredBaseLocation );
        s->second.m_mode = ScoutData::Idle;
        if ( m_debugMode )
        {
          BWAPI::Broodwar->printf( "Sucessfully scouted ( %d, %d )", exploredBaseLocation->getPosition().x, exploredBaseLocation->getPosition().y );
        }
      }
    }

    // Set scouts to scout.
    if ( m_baseLocationsToScout.size() > 0 ) // are there still positions to scout?
    {
      for ( std::map< BWAPI::Unit, ScoutData >::iterator s = m_scouts.begin(); s != m_scouts.end(); s++ )
      {
        if ( s->second.m_mode == ScoutData::Idle )
        {
          double minDist = 100000000;
          BWTA::BaseLocation* target = NULL;
          for( BWTA::BaseLocation* bl : m_baseLocationsToScout )
          {
            double distance = s->first->getPosition().getDistance( bl->getPosition() );
            if ( distance < minDist )
            {
              minDist = distance;
              target = bl;
            }
          }
          if ( target != NULL )
          {
            s->second.m_mode = ScoutData::Searching;
            s->first->rightClick( target->getPosition() );
            s->second.m_target = target;
            m_baseLocationsToScout.remove( target );
            if ( m_debugMode )
            {
              BWAPI::Broodwar->printf( "Scouting ( %d, %d )", target->getPosition().x, target->getPosition().y );
            }
          }
        }
      }
    }

  }
开发者ID:Fobbah,项目名称:bwsal,代码行数:75,代码来源:ScoutManager.cpp


示例20: moveScouts

void ScoutManager::moveScouts()
{
	if (!_workerScout || !_workerScout->exists() | 

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