use of bwapi.Pair in project Ecgberht by Jabbo16.
the class Expand method execute.
@Override
public State execute() {
try {
Unit chosen = ((GameState) this.handler).chosenBuilderBL;
if (!chosen.build(UnitType.Terran_Command_Center, ((GameState) this.handler).chosenBaseLocation)) {
((GameState) this.handler).movingToExpand = false;
((GameState) this.handler).expanding = false;
((GameState) this.handler).checkUnitsBL(((GameState) this.handler).chosenBaseLocation, chosen);
((GameState) this.handler).chosenBaseLocation = null;
((GameState) this.handler).workerIdle.add(((GameState) this.handler).chosenBuilderBL);
((GameState) this.handler).chosenBuilderBL.stop();
((GameState) this.handler).chosenBuilderBL = null;
((GameState) this.handler).deltaCash.first -= UnitType.Terran_Command_Center.mineralPrice();
((GameState) this.handler).deltaCash.second -= UnitType.Terran_Command_Center.gasPrice();
return State.FAILURE;
}
((GameState) this.handler).movingToExpand = false;
((GameState) this.handler).workerBuild.add(new Pair<Unit, Pair<UnitType, TilePosition>>(chosen, new Pair<UnitType, TilePosition>(UnitType.Terran_Command_Center, ((GameState) this.handler).chosenBaseLocation)));
((GameState) this.handler).expanding = false;
((GameState) this.handler).chosenBaseLocation = null;
((GameState) this.handler).chosenBuilderBL = null;
return State.SUCCESS;
} catch (Exception e) {
System.err.println(this.getClass().getSimpleName());
System.err.println(e);
return State.ERROR;
}
}
use of bwapi.Pair in project Ecgberht by Jabbo16.
the class ChoosePosition method execute.
@Override
public State execute() {
try {
Game juego = ((GameState) this.handler).getGame();
Player jugador = ((GameState) this.handler).getPlayer();
TilePosition origin = null;
if (((GameState) this.handler).chosenToBuild.isRefinery()) {
if (!((GameState) this.handler).refineriesAssigned.isEmpty()) {
for (Pair<Pair<Unit, Integer>, Boolean> g : ((GameState) this.handler).refineriesAssigned) {
if (!g.second) {
((GameState) this.handler).chosenPosition = g.first.first.getTilePosition();
return State.SUCCESS;
}
}
}
} else {
if (!((GameState) this.handler).workerBuild.isEmpty()) {
for (Pair<Unit, Pair<UnitType, TilePosition>> w : ((GameState) this.handler).workerBuild) {
((GameState) this.handler).testMap.updateMap(w.second.second, w.second.first, false);
}
}
if (!((GameState) this.handler).chosenToBuild.equals(UnitType.Terran_Bunker) && !((GameState) this.handler).chosenToBuild.equals(UnitType.Terran_Missile_Turret)) {
if (((GameState) this.handler).strat.proxy && ((GameState) this.handler).chosenToBuild == UnitType.Terran_Barracks) {
origin = new TilePosition(((GameState) this.handler).getGame().mapWidth() / 2, ((GameState) this.handler).getGame().mapHeight() / 2);
} else {
// origin = BWTA.getRegion(jugador.getStartLocation()).getCenter().toTilePosition();
origin = jugador.getStartLocation();
}
} else {
if (((GameState) this.handler).chosenToBuild.equals(UnitType.Terran_Missile_Turret)) {
if (((GameState) this.handler).DBs.isEmpty()) {
origin = BWTA.getNearestChokepoint(jugador.getStartLocation()).getCenter().toTilePosition();
} else {
for (Unit b : ((GameState) this.handler).DBs.keySet()) {
origin = b.getTilePosition();
break;
}
}
} else {
if (((GameState) this.handler).EI.naughty && ((GameState) this.handler).enemyRace == Race.Zerg) {
TilePosition raxTile = ((GameState) this.handler).MBs.iterator().next().getTilePosition();
origin = ((GameState) this.handler).testMap.findBunkerPositionAntiPool(raxTile.toPosition(), ((GameState) this.handler).closestChoke);
if (origin != null) {
((GameState) this.handler).testMap = ((GameState) this.handler).map.clone();
((GameState) this.handler).chosenPosition = origin;
return State.SUCCESS;
} else {
origin = ((GameState) this.handler).getBunkerPositionAntiPool();
if (origin != null) {
((GameState) this.handler).testMap = ((GameState) this.handler).map.clone();
((GameState) this.handler).chosenPosition = origin;
return State.SUCCESS;
} else {
origin = raxTile;
}
}
} else {
if (((GameState) this.handler).Ts.isEmpty()) {
if (((GameState) this.handler).closestChoke != null) {
origin = ((GameState) this.handler).testMap.findBunkerPosition(((GameState) this.handler).closestChoke);
if (origin != null) {
((GameState) this.handler).testMap = ((GameState) this.handler).map.clone();
((GameState) this.handler).chosenPosition = origin;
return State.SUCCESS;
} else {
origin = ((GameState) this.handler).closestChoke.getCenter().toTilePosition();
}
}
// else {
// origin = BWTA.getNearestChokepoint(jugador.getStartLocation()).getCenter().toTilePosition();
// }
} else {
for (Unit b : ((GameState) this.handler).Ts) {
origin = b.getTilePosition();
break;
}
}
}
}
}
TilePosition posicion = ((GameState) this.handler).testMap.findPosition(((GameState) this.handler).chosenToBuild, origin);
((GameState) this.handler).testMap = ((GameState) this.handler).map.clone();
if (posicion != null) {
((GameState) this.handler).chosenPosition = posicion;
return State.SUCCESS;
}
}
TilePosition posicion = juego.getBuildLocation(((GameState) this.handler).chosenToBuild, BWTA.getRegion(jugador.getStartLocation()).getCenter().toTilePosition(), 500);
if (posicion != null) {
if (juego.canBuildHere(posicion, ((GameState) this.handler).chosenToBuild)) {
((GameState) this.handler).chosenPosition = posicion;
return State.SUCCESS;
}
}
return State.FAILURE;
} catch (Exception e) {
System.err.println(this.getClass().getSimpleName());
System.err.println(e);
return State.ERROR;
}
}
use of bwapi.Pair in project Ecgberht by Jabbo16.
the class ChooseRefinery method execute.
@Override
public State execute() {
try {
if (((GameState) this.handler).getPlayer().supplyUsed() < ((GameState) this.handler).strat.supplyForFirstRefinery || ((GameState) this.handler).getCash().second >= 300) {
return State.FAILURE;
}
if (((GameState) this.handler).refineriesAssigned.size() == 1) {
boolean found = false;
for (Pair<Unit, Pair<UnitType, TilePosition>> w : ((GameState) this.handler).workerBuild) {
if (w.second.first == UnitType.Terran_Barracks) {
found = true;
break;
}
}
for (Pair<Unit, Unit> w : ((GameState) this.handler).workerTask) {
if (w.second.getType() == UnitType.Terran_Barracks) {
found = true;
break;
}
}
if (((GameState) this.handler).MBs.isEmpty() && found == false) {
return State.FAILURE;
}
}
int count = 0;
Unit geyser = null;
for (Pair<Pair<Unit, Integer>, Boolean> r : ((GameState) this.handler).refineriesAssigned) {
if (r.second) {
count++;
} else {
geyser = r.first.first;
}
}
if (count == ((GameState) this.handler).refineriesAssigned.size()) {
return State.FAILURE;
}
for (Pair<Unit, Pair<UnitType, TilePosition>> w : ((GameState) this.handler).workerBuild) {
if (w.second.first == UnitType.Terran_Refinery) {
return State.FAILURE;
}
}
for (Pair<Unit, Unit> w : ((GameState) this.handler).workerTask) {
if (w.second.getType() == UnitType.Terran_Refinery && w.second.getPosition().equals(geyser.getPosition())) {
return State.FAILURE;
}
}
((GameState) this.handler).chosenToBuild = UnitType.Terran_Refinery;
return State.SUCCESS;
} catch (Exception e) {
System.err.println(this.getClass().getSimpleName());
System.err.println(e);
return State.ERROR;
}
}
use of bwapi.Pair in project BWJSAL by RobinsonMann.
the class BfsBuildingPlacer method getBuildLocationNear.
private TilePosition getBuildLocationNear(ReservedMap reservedMap, UnitType type, TilePosition position, Unit builder, int buildDist) {
// returns a valid build location near the specified tile position.
if (type.isAddon()) {
type = type.whatBuilds().first;
}
PriorityQueue<Pair<TilePosition, Integer>> searchHeap = new PriorityQueue<>((o1, o2) -> o1.second.compareTo(o2.second));
searchHeap.add(new Pair<>(position, 0));
Set<TilePosition> closed = new HashSet<>();
// Do a breadth first search to find a nearby valid build location with space
while (searchHeap.isEmpty() == false) {
TilePosition t = searchHeap.peek().first;
int s = searchHeap.peek().second;
searchHeap.poll();
if (canBuildHereWithSpace(reservedMap, type, t, builder, buildDist)) {
// We can build here with space so return this tile position
return t;
}
int tx = t.getX();
int ty = t.getY();
int minx = Math.max(tx - 1, 0);
int maxx = Math.min(tx + 1, game.mapWidth() - 1);
int miny = Math.max(ty - 1, 0);
int maxy = Math.min(ty + 1, game.mapHeight() - 1);
for (int x = minx; x <= maxx; x++) {
for (int y = miny; y <= maxy; y++) {
if (walkable[x][y]) {
TilePosition t2 = new TilePosition(x, y);
if (!closed.contains(t2)) {
int ds = 10;
if (x != tx && y != ty) {
// diagonal distance, approximation of 10*sqrt( 2 )
ds = 14;
}
closed.add(t2);
searchHeap.add(new Pair(t2, s + ds));
}
}
}
}
}
// We didn't find a build position, try looking for one with less space
if (buildDist > 0) {
return getBuildLocationNear(reservedMap, type, position, builder, buildDist - 1);
}
return TilePosition.None;
}
use of bwapi.Pair in project Ecgberht by Jabbo16.
the class SendDefenders method execute.
@Override
public State execute() {
try {
boolean air_only = true;
boolean cannon_rush = false;
for (Unit u : ((GameState) this.handler).enemyInBase) {
if (u.isFlying() || u.isCloaked()) {
continue;
}
if (!cannon_rush) {
if (u.getType() == UnitType.Protoss_Pylon || u.getType() == UnitType.Protoss_Photon_Cannon) {
cannon_rush = true;
}
}
air_only = false;
}
Set<Unit> friends = new HashSet<Unit>();
for (Squad s : ((GameState) this.handler).squads.values()) {
for (Unit u : s.members) {
friends.add(u);
}
}
boolean bunker = false;
if (!((GameState) this.handler).DBs.isEmpty()) {
for (Unit u : ((GameState) this.handler).DBs.keySet()) {
friends.add(u);
}
bunker = true;
}
int defenders = 6;
Iterator<Unit> it = ((GameState) this.handler).enemyInBase.iterator();
if (((GameState) this.handler).enemyInBase.size() == 1 && it.next().getType().isWorker()) {
defenders = 1;
}
Pair<Boolean, Boolean> battleWin = new Pair<>(true, false);
if (defenders != 1) {
if (((GameState) this.handler).enemyInBase.size() + friends.size() < 25) {
battleWin = ((GameState) this.handler).simulateDefenseBattle(friends, ((GameState) this.handler).enemyInBase, 150, bunker);
}
if (((GameState) this.handler).enemyInBase.size() >= 2 * friends.size()) {
battleWin.first = false;
}
}
if (cannon_rush) {
battleWin.first = false;
}
int frame = ((GameState) this.handler).frameCount;
if (!air_only && ((!battleWin.first || battleWin.second) || defenders == 1)) {
while (((GameState) this.handler).workerDefenders.size() < defenders && !((GameState) this.handler).workerIdle.isEmpty()) {
Unit closestWorker = null;
Position chosen = ((GameState) this.handler).attackPosition;
for (Unit u : ((GameState) this.handler).workerIdle) {
if (u.getLastCommandFrame() == frame) {
continue;
}
if ((closestWorker == null || ((GameState) this.handler).broodWarDistance(u.getPosition(), chosen) < ((GameState) this.handler).broodWarDistance(closestWorker.getPosition(), chosen))) {
closestWorker = u;
}
}
if (closestWorker != null) {
((GameState) this.handler).workerDefenders.add(closestWorker);
((GameState) this.handler).workerIdle.remove(closestWorker);
}
}
while (((GameState) this.handler).workerDefenders.size() < defenders && !((GameState) this.handler).workerMining.isEmpty()) {
Unit closestWorker = null;
Position chosen = ((GameState) this.handler).attackPosition;
for (Unit u : ((GameState) this.handler).workerMining.keySet()) {
if (u.getLastCommandFrame() == frame) {
continue;
}
if ((closestWorker == null || u.getDistance(chosen) < closestWorker.getDistance(chosen))) {
closestWorker = u;
}
}
if (closestWorker != null) {
if (((GameState) this.handler).workerMining.containsKey(closestWorker)) {
Unit mineral = ((GameState) this.handler).workerMining.get(closestWorker);
((GameState) this.handler).workerDefenders.add(closestWorker);
if (((GameState) this.handler).mineralsAssigned.containsKey(mineral)) {
((GameState) this.handler).mining--;
((GameState) this.handler).mineralsAssigned.put(mineral, ((GameState) this.handler).mineralsAssigned.get(mineral) - 1);
}
((GameState) this.handler).workerMining.remove(closestWorker);
}
}
}
for (Unit u : ((GameState) this.handler).workerDefenders) {
if (frame == u.getLastCommandFrame()) {
continue;
}
if (((GameState) this.handler).attackPosition != null) {
if (u.isIdle()) {
if (((GameState) this.handler).enemyInBase.size() == 1) {
u.attack(((GameState) this.handler).enemyInBase.iterator().next());
} else {
Unit toAttack = ((GameState) this.handler).getUnitToAttack(u, ((GameState) this.handler).enemyInBase);
if (toAttack != null) {
Unit lastTarget = u.getOrderTarget();
if (lastTarget != null && lastTarget.exists()) {
if (lastTarget.equals(toAttack)) {
continue;
}
}
UnitCommand lastUnitCommand = u.getLastCommand();
if (lastUnitCommand != null) {
if (lastUnitCommand.getTarget() != null && lastUnitCommand.getTarget().exists())
if (lastUnitCommand.getTarget().equals(toAttack)) {
continue;
}
}
u.attack(toAttack);
} else {
u.attack(((GameState) this.handler).attackPosition);
}
continue;
}
}
}
}
} else {
if (((GameState) this.handler).strat.name != "ProxyBBS") {
for (Entry<String, Squad> u : ((GameState) this.handler).squads.entrySet()) {
if (((GameState) this.handler).attackPosition != null) {
// if(u.getValue().estado == Status.IDLE || !((GameState)this.handler).attackPosition.equals(u.getValue().attack)) {
u.getValue().giveAttackOrder(((GameState) this.handler).attackPosition);
u.getValue().status = Status.DEFENSE;
continue;
// }
} else {
u.getValue().status = Status.IDLE;
u.getValue().attack = Position.None;
continue;
}
}
}
}
return State.FAILURE;
} catch (Exception e) {
System.err.println(this.getClass().getSimpleName());
System.err.println(e);
return State.ERROR;
}
}
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