use of ecgberht.GameState in project Ecgberht by Jabbo16.
the class Scan method execute.
@Override
public State execute() {
try {
for (Unit u : ((GameState) this.handler).CSs) {
if (u.getEnergy() >= 50 && u.getOrder() != Order.CastScannerSweep) {
if (u.useTech(TechType.Scanner_Sweep, ((GameState) this.handler).checkScan.toPosition())) {
((GameState) this.handler).startCount = ((GameState) this.handler).getGame().elapsedTime();
((GameState) this.handler).playSound("uav.mp3");
return State.SUCCESS;
}
}
}
return State.FAILURE;
} catch (Exception e) {
System.err.println(this.getClass().getSimpleName());
System.err.println(e);
return State.ERROR;
}
}
use of ecgberht.GameState in project Ecgberht by Jabbo16.
the class CheckEnemyBaseVisible method execute.
@Override
public State execute() {
try {
if (!((GameState) this.handler).getGame().enemy().getUnits().isEmpty()) {
for (Unit u : ((GameState) this.handler).getGame().enemy().getUnits()) {
if (u.getType().isBuilding()) {
if (((GameState) this.handler).getGame().getUnitsInRadius(((GameState) this.handler).chosenScout.getPosition(), 500).contains(u)) {
((GameState) this.handler).enemyBase = BWTA.getNearestBaseLocation(u.getTilePosition());
((GameState) this.handler).ScoutSLs = new HashSet<BaseLocation>();
// ((GameState)this.handler).choosenScout.stop();
// ((GameState)this.handler).workerIdle.add(((GameState)this.handler).choosenScout);
((GameState) this.handler).chosenHarasser = ((GameState) this.handler).chosenScout;
((GameState) this.handler).chosenScout = null;
((GameState) this.handler).getGame().sendText(Utils.formatText("!", Utils.Yellow));
((GameState) this.handler).playSound("gear.mp3");
((GameState) this.handler).EnemyBLs.clear();
((GameState) this.handler).EnemyBLs.addAll(((GameState) this.handler).BLs);
// ((GameState)this.handler).EnemyBLs.sort(new BaseLocationComparator(true));
return State.SUCCESS;
}
}
}
}
return State.FAILURE;
} catch (Exception e) {
System.err.println(this.getClass().getSimpleName());
System.err.println(e);
return State.ERROR;
}
}
use of ecgberht.GameState in project Ecgberht by Jabbo16.
the class ChooseMedic method execute.
@Override
public State execute() {
try {
if (((GameState) this.handler).UBs.isEmpty()) {
return State.FAILURE;
} else {
for (Unit u : ((GameState) this.handler).UBs) {
if (u.getType() == UnitType.Terran_Academy) {
int marine_count = 0;
if (!((GameState) this.handler).DBs.isEmpty()) {
for (Set<Unit> p : ((GameState) this.handler).DBs.values()) {
marine_count += p.size();
}
}
if (!((GameState) this.handler).MBs.isEmpty() && ((GameState) this.handler).getPlayer().allUnitCount(UnitType.Terran_Medic) * 4 < ((GameState) this.handler).getPlayer().allUnitCount(UnitType.Terran_Marine) - marine_count) {
for (Unit b : ((GameState) this.handler).MBs) {
if (!b.isTraining()) {
((GameState) this.handler).chosenUnit = UnitType.Terran_Medic;
((GameState) this.handler).chosenBuilding = b;
return State.SUCCESS;
}
}
}
break;
}
}
}
return State.FAILURE;
} catch (Exception e) {
System.err.println(this.getClass().getSimpleName());
System.err.println(e);
return State.ERROR;
}
}
use of ecgberht.GameState in project Ecgberht by Jabbo16.
the class ChooseTank method execute.
@Override
public State execute() {
try {
if (!((GameState) this.handler).Fs.isEmpty()) {
if (((GameState) this.handler).siegeResearched) {
if (((GameState) this.handler).strat.name != "FullMech") {
if (((GameState) this.handler).getPlayer().allUnitCount(UnitType.Terran_Vulture) == 0) {
return State.FAILURE;
}
if (((GameState) this.handler).getPlayer().allUnitCount(UnitType.Terran_Siege_Tank_Siege_Mode) + ((GameState) this.handler).getPlayer().allUnitCount(UnitType.Terran_Siege_Tank_Tank_Mode) * 5 < ((GameState) this.handler).getPlayer().allUnitCount(UnitType.Terran_Marine) + ((GameState) this.handler).getPlayer().allUnitCount(UnitType.Terran_Medic) + ((GameState) this.handler).getPlayer().allUnitCount(UnitType.Terran_Vulture)) {
for (Unit b : ((GameState) this.handler).Fs) {
if (!b.isTraining() && b.canTrain()) {
((GameState) this.handler).chosenUnit = UnitType.Terran_Siege_Tank_Tank_Mode;
((GameState) this.handler).chosenBuilding = b;
return State.SUCCESS;
}
}
}
} else {
if (((GameState) this.handler).getPlayer().allUnitCount(UnitType.Terran_Siege_Tank_Siege_Mode) + ((GameState) this.handler).getPlayer().allUnitCount(UnitType.Terran_Siege_Tank_Tank_Mode) < ((GameState) this.handler).getPlayer().allUnitCount(UnitType.Terran_Marine) * 2 + ((GameState) this.handler).getPlayer().allUnitCount(UnitType.Terran_Vulture)) {
Pair<Integer, Integer> cash = ((GameState) this.handler).getCash();
if (cash.second < (UnitType.Terran_Siege_Tank_Tank_Mode.gasPrice())) {
return State.FAILURE;
}
for (Unit b : ((GameState) this.handler).Fs) {
if (!b.isTraining() && b.canTrain()) {
((GameState) this.handler).chosenUnit = UnitType.Terran_Siege_Tank_Tank_Mode;
((GameState) this.handler).chosenBuilding = b;
return State.SUCCESS;
}
}
}
}
}
}
return State.FAILURE;
} catch (Exception e) {
System.err.println(this.getClass().getSimpleName());
System.err.println(e);
return State.ERROR;
}
}
use of ecgberht.GameState in project Ecgberht by Jabbo16.
the class ChooseArmorInfUp method execute.
@Override
public State execute() {
try {
if (((GameState) this.handler).UBs.isEmpty()) {
return State.FAILURE;
}
for (Unit u : ((GameState) this.handler).UBs) {
if (u.canUpgrade(UpgradeType.Terran_Infantry_Armor) && !u.isResearching() && !u.isUpgrading()) {
((GameState) this.handler).chosenUnitUpgrader = u;
((GameState) this.handler).chosenUpgrade = UpgradeType.Terran_Infantry_Armor;
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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