use of bwapi.Position in project Ecgberht by Jabbo16.
the class ChooseBuilderBL method execute.
@Override
public State execute() {
try {
if (((GameState) this.handler).chosenBuilderBL != null) {
return State.SUCCESS;
}
Unit closestWorker = null;
Position chosen = ((GameState) this.handler).chosenBaseLocation.toPosition();
if (!((GameState) this.handler).workerIdle.isEmpty()) {
for (Unit u : ((GameState) this.handler).workerIdle) {
double unitChosen = ((GameState) this.handler).broodWarDistance(u.getPosition(), chosen);
if (closestWorker == null) {
closestWorker = u;
} else {
double closestChosen = ((GameState) this.handler).broodWarDistance(closestWorker.getPosition(), chosen);
if (unitChosen < closestChosen) {
closestWorker = u;
}
}
}
}
if (!((GameState) this.handler).workerMining.isEmpty()) {
for (Unit u : ((GameState) this.handler).workerMining.keySet()) {
double unitChosen = ((GameState) this.handler).broodWarDistance(u.getPosition(), chosen);
if (closestWorker == null) {
closestWorker = u;
} else {
double closestChosen = ((GameState) this.handler).broodWarDistance(closestWorker.getPosition(), chosen);
if (unitChosen < closestChosen) {
closestWorker = u;
}
}
}
}
if (closestWorker != null) {
if (!((GameState) this.handler).workerTask.isEmpty() && ((GameState) this.handler).workerIdle.contains(closestWorker)) {
((GameState) this.handler).workerIdle.remove(closestWorker);
} else if (!((GameState) this.handler).workerMining.isEmpty()) {
if (((GameState) this.handler).workerMining.containsKey(closestWorker)) {
Unit mineral = ((GameState) this.handler).workerMining.get(closestWorker);
((GameState) this.handler).workerMining.remove(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);
}
}
}
if (((GameState) this.handler).chosenWorker != null && ((GameState) this.handler).chosenWorker.equals(closestWorker)) {
((GameState) this.handler).chosenWorker = null;
}
((GameState) this.handler).chosenBuilderBL = closestWorker;
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.Position in project Ecgberht by Jabbo16.
the class Vulture method runAgent.
public boolean runAgent() {
try {
boolean remove = false;
if (unit.getHitPoints() <= 15) {
Position cc = getGs().MainCC.getPosition();
if (cc != null) {
unit.move(cc);
} else {
unit.move(getGs().getPlayer().getStartLocation().toPosition());
}
getGs().addToSquad(unit);
return true;
}
actualFrame = getGs().getGame().getFrameCount();
closeEnemies.clear();
closeWorkers.clear();
if (frameLastOrder == actualFrame) {
return remove;
}
if (actualFrame % getGs().getGame().getLatencyFrames() == 0) {
return remove;
}
Status old = status;
getNewStatus();
if (old == status && status != Status.COMBAT && status != Status.ATTACK) {
return remove;
}
if (status != Status.COMBAT) {
attackUnit = null;
}
if (status == Status.ATTACK && unit.isIdle()) {
Pair<Integer, Integer> pos = getGs().inMap.getPosition(unit.getTilePosition(), true);
if (pos != null) {
if (pos.first != null && pos.second != null) {
unit.attack(new Position(pos.first, pos.second));
return remove;
}
}
}
switch(status) {
case ATTACK:
attack();
break;
case COMBAT:
combat();
break;
case KITE:
kite();
break;
case RETREAT:
retreat();
break;
default:
break;
}
return remove;
} catch (Exception e) {
System.err.println("Exception Vulture");
System.err.println(e);
}
return false;
}
use of bwapi.Position in project Ecgberht by Jabbo16.
the class Vulture method kite.
private void kite() {
Position kite = getGs().kiteAway(unit, closeEnemies);
unit.move(kite);
attackPos = Position.None;
}
use of bwapi.Position in project Ecgberht by Jabbo16.
the class CheckHarasserAttacked method execute.
@Override
public State execute() {
try {
Unit attacker = null;
int workers = 0;
Set<Unit> attackers = new HashSet<>();
// Thanks to @N00byEdge to the cleaner code
for (Unit u : ((GameState) this.handler).getGame().enemy().getUnits()) {
if (!u.getType().isBuilding() && u.getType().canAttack()) {
Unit target = (u.getTarget() == null ? u.getOrderTarget() : u.getTarget());
if (target != null && target.equals(((GameState) this.handler).chosenHarasser)) {
if (u.getType().isWorker()) {
workers++;
attacker = u;
}
attackers.add(u);
continue;
}
}
}
if (workers > 1) {
((GameState) this.handler).EI.defendHarass = true;
}
if (attackers.isEmpty()) {
if (!((GameState) this.handler).getGame().isVisible(((GameState) this.handler).enemyBase.getTilePosition()) && ((GameState) this.handler).chosenUnitToHarass == null) {
((GameState) this.handler).chosenHarasser.move(((GameState) this.handler).enemyBase.getPosition());
}
return State.SUCCESS;
} else {
boolean winHarass = ((GameState) this.handler).simulateHarass(((GameState) this.handler).chosenHarasser, attackers, 70);
if (winHarass) {
if (workers == 1 && !attacker.equals(((GameState) this.handler).chosenUnitToHarass)) {
((GameState) this.handler).chosenHarasser.attack(attacker);
((GameState) this.handler).chosenUnitToHarass = attacker;
return State.SUCCESS;
}
} else {
if (((GameState) this.handler).chosenHarasser.getHitPoints() <= 15) {
((GameState) this.handler).workerIdle.add(((GameState) this.handler).chosenHarasser);
((GameState) this.handler).chosenHarasser.stop();
((GameState) this.handler).chosenHarasser = null;
((GameState) this.handler).chosenUnitToHarass = null;
} else {
Position kite = getGs().kiteAway(((GameState) this.handler).chosenHarasser, attackers);
((GameState) this.handler).chosenHarasser.move(kite);
((GameState) this.handler).chosenUnitToHarass = null;
}
return State.FAILURE;
}
}
return State.SUCCESS;
} catch (Exception e) {
System.err.println(this.getClass().getSimpleName());
System.err.println(e);
return State.ERROR;
}
}
use of bwapi.Position in project Ecgberht by Jabbo16.
the class CheckResourcesBuilding method execute.
@Override
public State execute() {
try {
Pair<Integer, Integer> cash = ((GameState) this.handler).getCash();
Unit chosen = ((GameState) this.handler).chosenWorker;
TilePosition start = chosen.getTilePosition();
TilePosition end = ((GameState) this.handler).chosenPosition;
Position realEnd = ((GameState) this.handler).getCenterFromBuilding(end.toPosition(), ((GameState) this.handler).chosenToBuild);
if (cash.first + ((GameState) this.handler).getMineralsWhenReaching(chosen, start, realEnd.toTilePosition()) >= (((GameState) this.handler).chosenToBuild.mineralPrice() + ((GameState) this.handler).deltaCash.first) && cash.second >= (((GameState) this.handler).chosenToBuild.gasPrice()) + ((GameState) this.handler).deltaCash.second) {
return State.SUCCESS;
}
return State.FAILURE;
} catch (Exception e) {
System.err.println(this.getClass().getSimpleName());
System.err.println(e);
return State.ERROR;
}
}
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