use of ecgberht.Squad 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;
}
}
use of ecgberht.Squad in project Ecgberht by Jabbo16.
the class ChooseScout method execute.
@Override
public State execute() {
try {
if (gameState.getStrat().name.equals("PlasmaWraithHell")) {
for (Squad s : gameState.sqManager.squads.values()) {
for (UnitInfo u : s.members) {
if (u.unit instanceof Wraith) {
gameState.chosenScout = (MobileUnit) u.unit;
s.members.remove(u);
return State.SUCCESS;
}
}
}
}
if (!gameState.workerIdle.isEmpty()) {
Worker chosen = gameState.workerIdle.iterator().next();
gameState.chosenScout = chosen;
gameState.workerIdle.remove(chosen);
}
if (gameState.chosenScout == null) {
for (Worker u : gameState.workerMining.keySet()) {
if (!u.isCarryingMinerals()) {
gameState.chosenScout = u;
MineralPatch mineral = gameState.workerMining.get(u);
if (gameState.mineralsAssigned.containsKey(mineral)) {
gameState.mining--;
gameState.mineralsAssigned.put(mineral, gameState.mineralsAssigned.get(mineral) - 1);
}
gameState.workerMining.remove(u);
break;
}
}
}
if (gameState.chosenScout != null)
return State.SUCCESS;
return State.FAILURE;
} catch (Exception e) {
System.err.println(this.getClass().getSimpleName());
e.printStackTrace();
return State.ERROR;
}
}
use of ecgberht.Squad in project Ecgberht by Jabbo16.
the class CheckBuildingFlames method execute.
@Override
public State execute() {
try {
List<SCV> toRemove = new ArrayList<>();
for (Entry<SCV, Mechanical> u : gameState.repairerTask.entrySet()) {
if (u.getValue().maxHitPoints() != u.getValue().getHitPoints()) {
if (u.getKey().getOrder() != Order.Follow && u.getKey().getOrder() != Order.Repair) {
u.getKey().rightClick(u.getValue(), false);
}
} else if (Util.countBuildingAll(UnitType.Terran_Command_Center) < 2 && u.getValue() instanceof Bunker && IntelligenceAgency.getEnemyStrat() == IntelligenceAgency.EnemyStrats.ZealotRush && gameState.frameCount >= 24 * 60 * 2.2) {
if (u.getKey().getDistance(u.getValue()) > 3 * 32)
u.getKey().move(u.getValue().getPosition());
} else if (Util.countBuildingAll(UnitType.Terran_Command_Center) == 2 && gameState.CCs.size() < 2 && u.getValue() instanceof Bunker) {
if (u.getKey().getDistance(u.getValue()) > 3 * 32)
u.getKey().move(u.getValue().getPosition());
} else {
u.getKey().stop(false);
gameState.workerIdle.add(u.getKey());
toRemove.add(u.getKey());
}
}
for (SCV s : toRemove) gameState.repairerTask.remove(s);
boolean isBeingRepaired;
boolean cheesed = IntelligenceAgency.getEnemyStrat() == IntelligenceAgency.EnemyStrats.ZealotRush && gameState.frameCount >= 24 * 60 * 2.2;
boolean fastExpanding = gameState.getStrat().name.contains("GreedyFE") && Util.countBuildingAll(UnitType.Terran_Command_Center) == 2 && gameState.CCs.size() < 2 && gameState.firstExpand;
for (Bunker w : gameState.DBs.keySet()) {
int count = 0;
if (UnitType.Terran_Bunker.maxHitPoints() != w.getHitPoints() || (cheesed && Util.countBuildingAll(UnitType.Terran_Command_Center) < 2) || fastExpanding) {
for (Mechanical r : gameState.repairerTask.values()) {
if (w.equals(r))
count++;
}
if (count < 2 && (gameState.defense || cheesed || fastExpanding)) {
gameState.chosenUnitRepair = w;
return State.SUCCESS;
}
if (count == 0) {
gameState.chosenUnitRepair = w;
return State.SUCCESS;
}
}
}
isBeingRepaired = false;
for (MissileTurret b : gameState.Ts) {
if (UnitType.Terran_Missile_Turret.maxHitPoints() != b.getHitPoints()) {
for (Mechanical r : gameState.repairerTask.values()) {
if (b.equals(r)) {
// TODO check to add break?
isBeingRepaired = true;
}
}
if (!isBeingRepaired) {
gameState.chosenUnitRepair = b;
return State.SUCCESS;
}
}
}
isBeingRepaired = false;
for (Squad s : gameState.sqManager.squads.values()) {
if (s.status != Squad.Status.IDLE)
continue;
for (UnitInfo u : s.members) {
if (u.unit instanceof Mechanical && u.health != u.unitType.maxHitPoints()) {
Area unitArea = gameState.bwem.getMap().getArea(u.tileposition);
for (Base b : gameState.CCs.keySet()) {
if (unitArea != null && b.getArea().equals(unitArea)) {
for (Mechanical r : gameState.repairerTask.values()) {
if (u.unit.equals(r)) {
isBeingRepaired = true;
}
}
if (!isBeingRepaired) {
gameState.chosenUnitRepair = (Mechanical) u.unit;
return State.SUCCESS;
}
}
}
}
}
}
if (!gameState.getStrat().proxy) {
isBeingRepaired = false;
for (Barracks b : gameState.MBs) {
if (UnitType.Terran_Barracks.maxHitPoints() != b.getHitPoints()) {
for (Mechanical r : gameState.repairerTask.values()) {
if (b.equals(r)) {
isBeingRepaired = true;
}
}
if (!isBeingRepaired) {
gameState.chosenUnitRepair = b;
return State.SUCCESS;
}
}
}
}
isBeingRepaired = false;
for (Factory b : gameState.Fs) {
if (b.equals(gameState.proxyBuilding))
continue;
if (UnitType.Terran_Factory.maxHitPoints() != b.getHitPoints()) {
for (Mechanical r : gameState.repairerTask.values()) {
if (b.equals(r)) {
isBeingRepaired = true;
}
}
if (!isBeingRepaired) {
gameState.chosenUnitRepair = b;
return State.SUCCESS;
}
}
}
isBeingRepaired = false;
for (ResearchingFacility b : gameState.UBs) {
if (b.getType().maxHitPoints() != b.getHitPoints()) {
for (Mechanical r : gameState.repairerTask.values()) {
if (b.equals(r)) {
isBeingRepaired = true;
}
}
if (!isBeingRepaired) {
gameState.chosenUnitRepair = (Mechanical) b;
return State.SUCCESS;
}
}
}
isBeingRepaired = false;
for (SupplyDepot b : gameState.SBs) {
if (UnitType.Terran_Supply_Depot.maxHitPoints() != b.getHitPoints()) {
for (Mechanical r : gameState.repairerTask.values()) {
if (b.equals(r)) {
isBeingRepaired = true;
}
}
if (!isBeingRepaired) {
gameState.chosenUnitRepair = b;
return State.SUCCESS;
}
}
}
isBeingRepaired = false;
for (CommandCenter b : gameState.CCs.values()) {
if (UnitType.Terran_Command_Center.maxHitPoints() != b.getHitPoints()) {
for (Mechanical r : gameState.repairerTask.values()) {
if (b.equals(r)) {
isBeingRepaired = true;
}
}
if (!isBeingRepaired) {
gameState.chosenUnitRepair = b;
return State.SUCCESS;
}
}
}
isBeingRepaired = false;
for (ComsatStation b : gameState.CSs) {
if (UnitType.Terran_Comsat_Station.maxHitPoints() != b.getHitPoints()) {
for (Mechanical r : gameState.repairerTask.values()) {
if (b.equals(r)) {
isBeingRepaired = true;
}
}
if (!isBeingRepaired) {
gameState.chosenUnitRepair = b;
return State.SUCCESS;
}
}
}
isBeingRepaired = false;
for (Starport b : gameState.Ps) {
if (UnitType.Terran_Starport.maxHitPoints() != b.getHitPoints()) {
for (Mechanical r : gameState.repairerTask.values()) {
if (b.equals(r)) {
isBeingRepaired = true;
}
}
if (!isBeingRepaired) {
gameState.chosenUnitRepair = b;
return State.SUCCESS;
}
}
}
return State.FAILURE;
} catch (Exception e) {
System.err.println(this.getClass().getSimpleName());
e.printStackTrace();
return State.ERROR;
}
}
use of ecgberht.Squad 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;
}
}
use of ecgberht.Squad in project Ecgberht by Jabbo16.
the class ChooseAttackPosition method execute.
@Override
public State execute() {
try {
if (((GameState) this.handler).squads.isEmpty()) {
return State.FAILURE;
}
for (Squad u : ((GameState) this.handler).squads.values()) {
Pair<Integer, Integer> p = ((GameState) this.handler).inMap.getPosition(((GameState) this.handler).getSquadCenter(u).toTilePosition(), true);
if (p.first != null && p.second != null) {
if (!((GameState) this.handler).firstProxyBBS && ((GameState) this.handler).strat.name == "ProxyBBS") {
((GameState) this.handler).firstProxyBBS = true;
((GameState) this.handler).getGame().sendText("Get ready for a party in your house!");
}
u.giveAttackOrder(new TilePosition(p.second, p.first).toPosition());
u.status = Status.ATTACK;
continue;
} else if (((GameState) this.handler).enemyBase != null) {
((GameState) this.handler).attackPosition = ((GameState) this.handler).enemyBase.getPosition();
continue;
} else {
u.status = Status.IDLE;
continue;
}
}
return State.SUCCESS;
} catch (Exception e) {
System.err.println(this.getClass().getSimpleName());
System.err.println(e);
return State.ERROR;
}
}
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