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Example 6 with Position

use of bwapi.Position in project Ecgberht by Jabbo16.

the class Squad method microUpdateOrder.

public void microUpdateOrder() {
    try {
        if (members.isEmpty()) {
            return;
        }
        Set<Unit> enemy = getGs().enemyCombatUnitMemory;
        int frameCount = getGs().frameCount;
        Position start = getGame().self().getStartLocation().toPosition();
        Set<Unit> marinesToHeal = new HashSet<>();
        Position sCenter = getGs().getSquadCenter(this);
        for (Unit u : members) {
            if (u.getType() == UnitType.Terran_Siege_Tank_Siege_Mode) {
                continue;
            }
            if (u.getType() == UnitType.Terran_Siege_Tank_Tank_Mode && u.getOrder() == Order.Sieging) {
                continue;
            }
            Position lastTarget = (u.getTargetPosition() == null ? u.getOrderTargetPosition() : u.getTargetPosition());
            if (lastTarget != null) {
                if (lastTarget.equals(attack)) {
                    continue;
                }
            }
            if (!getGs().DBs.isEmpty()) {
                Unit bunker = getGs().DBs.keySet().iterator().next();
                if (status == Status.IDLE && getGs().broodWarDistance(bunker.getPosition(), sCenter) >= 130 && getGs().getArmySize() < getGs().strat.armyForAttack && !getGs().expanding) {
                    if (u.getOrder() != Order.Move) {
                        u.move(bunker.getPosition());
                    }
                    continue;
                }
            } else if (getGs().closestChoke != null && !getGs().EI.naughty) {
                if (status == Status.IDLE && getGs().broodWarDistance(getGs().closestChoke.getCenter(), sCenter) >= 130 && getGs().getArmySize() < getGs().strat.armyForAttack && !getGs().expanding) {
                    if (u.getOrder() != Order.Move) {
                        u.move(getGs().closestChoke.getCenter());
                    }
                    continue;
                }
            }
            if (status == Status.IDLE && getGs().broodWarDistance(u.getPosition(), sCenter) >= 100 && u.getOrder() != Order.Move) {
                if (getGame().isWalkable(sCenter.toWalkPosition())) {
                    u.move(sCenter);
                    continue;
                }
            }
            if (u.getType() == UnitType.Terran_Medic && u.getOrder() != Order.MedicHeal) {
                Unit chosen = getHealTarget(u, marinesToHeal);
                if (chosen != null) {
                    u.useTech(TechType.Healing, chosen);
                    marinesToHeal.add(chosen);
                    continue;
                }
            }
            if (u.isIdle() && attack != Position.None && frameCount != u.getLastCommandFrame() && getGs().broodWarDistance(attack, u.getPosition()) > 500) {
                u.attack(attack);
                continue;
            }
            if (u.isAttacking() && attack == Position.None && frameCount != u.getLastCommandFrame() && getGs().broodWarDistance(sCenter, u.getPosition()) > 500) {
                u.move(sCenter);
                continue;
            }
            int framesToOrder = 18;
            if (u.getType() == UnitType.Terran_Vulture) {
                framesToOrder = 12;
            }
            if (frameCount - u.getLastCommandFrame() >= framesToOrder) {
                if (u.isIdle() && attack != Position.None && status != Status.IDLE) {
                    u.attack(attack);
                    continue;
                }
                // Experimental storm dodging?
                if (u.isUnderStorm()) {
                    u.move(start);
                    continue;
                }
                Set<Unit> enemyToKite = new HashSet<>();
                if (u.getGroundWeaponCooldown() > 0) {
                    for (Unit e : enemy) {
                        if (!e.getType().isFlyer() && e.getType().groundWeapon().maxRange() <= 32 && e.getType() != UnitType.Terran_Medic) {
                            if (e.isAttacking()) {
                                if (u.getUnitsInRadius(u.getType().groundWeapon().maxRange()).contains(e)) {
                                    // u.move(start);
                                    enemyToKite.add(e);
                                }
                            }
                        }
                    }
                    if (!enemyToKite.isEmpty()) {
                        Position run = getGs().kiteAway(u, enemyToKite);
                        if (run.isValid()) {
                            u.move(run);
                            continue;
                        } else {
                            u.move(getGs().getPlayer().getStartLocation().toPosition());
                            continue;
                        }
                    // Position run = getGs().getPlayer().getStartLocation().toPosition();
                    }
                } else if (attack != Position.None && !u.isStartingAttack() && !u.isAttacking() && u.getOrder() == Order.Move) {
                    u.attack(attack);
                    continue;
                }
            }
        }
    } catch (Exception e) {
        System.err.println("microUpdateOrder Error");
        System.err.println(e);
    }
}
Also used : Position(bwapi.Position) Unit(bwapi.Unit) HashSet(java.util.HashSet)

Example 7 with Position

use of bwapi.Position in project Ecgberht by Jabbo16.

the class CheckPerimeter method execute.

@Override
public State execute() {
    try {
        ((GameState) this.handler).enemyInBase.clear();
        ((GameState) this.handler).defense = false;
        List<Unit> enemyInvaders = new ArrayList<>();
        enemyInvaders.addAll(((GameState) this.handler).enemyCombatUnitMemory);
        for (EnemyBuilding u : ((GameState) this.handler).enemyBuildingMemory.values()) {
            if (u.type.canAttack() || u.type == UnitType.Protoss_Pylon || u.type.canProduce() || u.type.isRefinery()) {
                enemyInvaders.add(u.unit);
            }
        }
        for (Unit u : enemyInvaders) {
            if ((u.getType().canAttack() || u.getType() == UnitType.Protoss_Pylon) && u.getType() != UnitType.Zerg_Scourge && u.getType() != UnitType.Protoss_Corsair) {
                for (Unit c : ((GameState) this.handler).CCs.values()) {
                    if (((GameState) this.handler).broodWarDistance(u.getPosition(), c.getPosition()) < 500) {
                        ((GameState) this.handler).enemyInBase.add(u);
                        continue;
                    }
                }
                for (Unit c : ((GameState) this.handler).DBs.keySet()) {
                    if (((GameState) this.handler).broodWarDistance(u.getPosition(), c.getPosition()) < 200) {
                        ((GameState) this.handler).enemyInBase.add(u);
                        continue;
                    }
                }
                for (Unit c : ((GameState) this.handler).SBs) {
                    if (((GameState) this.handler).broodWarDistance(u.getPosition(), c.getPosition()) < 200) {
                        ((GameState) this.handler).enemyInBase.add(u);
                        continue;
                    }
                }
                for (Unit c : ((GameState) this.handler).MBs) {
                    if (((GameState) this.handler).broodWarDistance(u.getPosition(), c.getPosition()) < 200) {
                        ((GameState) this.handler).enemyInBase.add(u);
                        continue;
                    }
                }
            }
        }
        boolean overlordCheck = true;
        for (Unit u : ((GameState) this.handler).enemyInBase) {
            if (u.getType().canAttack() || u.getType() == UnitType.Protoss_Shuttle || u.getType() == UnitType.Terran_Dropship) {
                overlordCheck = false;
                break;
            }
        }
        if (!((GameState) this.handler).enemyInBase.isEmpty() && !overlordCheck) {
            if ((((GameState) this.handler).getArmySize() >= 50 && ((GameState) this.handler).getArmySize() / ((GameState) this.handler).enemyInBase.size() > 10)) {
                return State.FAILURE;
            }
            ((GameState) this.handler).defense = true;
            return State.SUCCESS;
        }
        int cFrame = ((GameState) this.handler).frameCount;
        for (Unit u : ((GameState) this.handler).workerDefenders) {
            if (u.getLastCommandFrame() == cFrame) {
                continue;
            }
            Position closestCC = ((GameState) this.handler).getNearestCC(u.getPosition());
            if (closestCC != null) {
                if (!BWTA.getRegion(u.getPosition()).getCenter().equals(BWTA.getRegion(closestCC).getCenter())) {
                    u.move(closestCC);
                }
            }
        }
        for (Squad u : ((GameState) this.handler).squads.values()) {
            if (u.status == Status.DEFENSE) {
                Position closestCC = ((GameState) this.handler).getNearestCC(((GameState) this.handler).getSquadCenter(u));
                if (closestCC != null) {
                    Region squad = BWTA.getRegion(((GameState) this.handler).getSquadCenter(u));
                    Region regCC = BWTA.getRegion(closestCC);
                    if (squad != null && regCC != null) {
                        if (!squad.getCenter().equals(regCC.getCenter())) {
                            if (!((GameState) this.handler).DBs.isEmpty() && ((GameState) this.handler).CCs.size() == 1) {
                                u.giveMoveOrder(((GameState) this.handler).DBs.keySet().iterator().next().getPosition());
                            } else {
                                u.giveMoveOrder(BWTA.getNearestChokepoint(((GameState) this.handler).getSquadCenter(u)).getCenter());
                            }
                            u.status = Status.IDLE;
                            u.attack = Position.None;
                            continue;
                        }
                    }
                    u.status = Status.IDLE;
                    u.attack = Position.None;
                    continue;
                }
                u.status = Status.IDLE;
                u.attack = Position.None;
                continue;
            }
        }
        ((GameState) this.handler).defense = false;
        return State.FAILURE;
    } catch (Exception e) {
        System.err.println(this.getClass().getSimpleName());
        System.err.println(e);
        return State.ERROR;
    }
}
Also used : Position(bwapi.Position) ArrayList(java.util.ArrayList) Region(bwta.Region) GameState(ecgberht.GameState) Unit(bwapi.Unit) Squad(ecgberht.Squad) EnemyBuilding(ecgberht.EnemyBuilding)

Example 8 with Position

use of bwapi.Position in project BWJSAL by RobinsonMann.

the class EnhancedUi method drawBases.

private void drawBases() {
    for (BaseLocation baseLocation : bwtaWrapper.getBaseLocations()) {
        Position basePosition = baseLocation.getPosition();
        drawUtils.highlightBaseLocation(baseLocation, BASE_BOX_COLOR);
        for (Unit mineral : baseLocation.getMinerals()) {
            drawUtils.highlightMineralField(mineral, MINERAL_CIRCLE_COLOR);
        }
        // Highlight vespene geysers
        for (Unit geyser : baseLocation.getGeysers()) {
            drawUtils.highlightGeyser(geyser, GEYSER_COLOR);
        }
        // Draw a yellow circle around the base location if it is an island expansion
        if (baseLocation.isIsland()) {
            drawUtils.highlightIslandBaseLocation(baseLocation, BASE_ISLAND_COLOR);
        }
    }
}
Also used : Position(bwapi.Position) Unit(bwapi.Unit) BaseLocation(bwta.BaseLocation)

Example 9 with Position

use of bwapi.Position 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;
    }
}
Also used : Position(bwapi.Position) GameState(ecgberht.GameState) Unit(bwapi.Unit) UnitCommand(bwapi.UnitCommand) Squad(ecgberht.Squad) HashSet(java.util.HashSet) Pair(bwapi.Pair)

Example 10 with Position

use of bwapi.Position in project Ecgberht by Jabbo16.

the class Vulture method attack.

private void attack() {
    Position newAttackPos = null;
    if (attackPos == Position.None) {
        newAttackPos = selectNewAttack();
        attackPos = newAttackPos;
        if (attackPos == null || !attackPos.isValid()) {
            attackUnit = null;
            attackPos = Position.None;
            return;
        }
        unit.attack(newAttackPos);
        attackUnit = null;
        return;
    } else if (attackPos.equals(newAttackPos)) {
        return;
    }
}
Also used : Position(bwapi.Position)

Aggregations

Position (bwapi.Position)18 Unit (bwapi.Unit)14 GameState (ecgberht.GameState)9 TilePosition (bwapi.TilePosition)4 HashSet (java.util.HashSet)3 Pair (bwapi.Pair)2 EnemyBuilding (ecgberht.EnemyBuilding)2 Squad (ecgberht.Squad)2 UnitCommand (bwapi.UnitCommand)1 BaseLocation (bwta.BaseLocation)1 Region (bwta.Region)1 ArrayList (java.util.ArrayList)1