Ejemplo n.º 1
0
        private Point2D GetBestAttack(UnitCalculation unitCalculation, IEnumerable <UnitCalculation> enemies, IList <UnitCalculation> splashableEnemies)
        {
            float splashRadius = 1.5f;
            var   killCounts   = new Dictionary <Point, float>();

            foreach (var enemyAttack in enemies)
            {
                int killCount = 0;
                foreach (var splashedEnemy in splashableEnemies)
                {
                    if (Vector2.DistanceSquared(splashedEnemy.Position, enemyAttack.Position) < (splashedEnemy.Unit.Radius + splashRadius) * (splashedEnemy.Unit.Radius + splashRadius))
                    {
                        killCount++;
                    }
                }
                foreach (var splashedAlly in unitCalculation.NearbyAllies.Where(a => !a.Unit.IsFlying && a.Unit.UnitType != (uint)UnitTypes.PROTOSS_DISRUPTOR && a.Unit.UnitType != (uint)UnitTypes.PROTOSS_DISRUPTORPHASED))
                {
                    if (Vector2.DistanceSquared(splashedAlly.Position, enemyAttack.Position) < (splashedAlly.Unit.Radius + splashRadius) * (splashedAlly.Unit.Radius + splashRadius))
                    {
                        killCount--;
                    }
                }
                killCounts[enemyAttack.Unit.Pos] = killCount;
            }

            var best = killCounts.OrderByDescending(x => x.Value).FirstOrDefault();

            if (best.Value < 3 && !unitCalculation.NearbyAllies.Any(u => u.UnitClassifications.Contains(UnitClassification.ArmyUnit) && u.Unit.UnitType != (uint)UnitTypes.PROTOSS_DISRUPTOR)) // only attack if going to kill 3+ units or no army to help defend
            {
                return(null);
            }
            return(new Point2D {
                X = best.Key.X, Y = best.Key.Y
            });
        }
Ejemplo n.º 2
0
        bool ShouldLoadUnit(UnitCalculation friendly, float healthLimit, int frame)
        {
            if (friendly.Unit.UnitType == (uint)UnitTypes.PROTOSS_ZEALOT)
            {
                if (friendly.Unit.Shield > 0 || friendly.EnemiesInRange.Count() > 0)
                {
                    return(false);
                }
            }

            if (friendly.Unit.UnitType == (uint)UnitTypes.PROTOSS_DISRUPTOR)
            {
                if (friendly.Unit.Shield != friendly.Unit.ShieldMax && ActiveUnitData.Commanders.ContainsKey(friendly.Unit.Tag) && (!friendly.NearbyAllies.Any(a => a.Unit.UnitType == (uint)UnitTypes.PROTOSS_DISRUPTORPHASED) || ActiveUnitData.Commanders[friendly.Unit.Tag].AbilityOffCooldown(Abilities.EFFECT_PURIFICATIONNOVA, frame, SharkyOptions.FramesPerSecond, SharkyUnitData)))
                {
                    return(true);
                }
            }
            else if (friendly.Unit.WeaponCooldown > 0 && (friendly.Unit.Health + friendly.Unit.Shield) < healthLimit && friendly.Unit.Shield != friendly.Unit.ShieldMax) // TODO: or could die in one hit
            {
                return(true);
            }
            else if (friendly.NearbyAllies.Any(e => e.Unit.UnitType == (uint)UnitTypes.PROTOSS_DISRUPTORPHASED && Vector2.DistanceSquared(friendly.Position, e.Position) < 10))
            {
                return(true);
            }
            else if (friendly.NearbyEnemies.Any(e => e.Unit.UnitType == (uint)UnitTypes.PROTOSS_DISRUPTORPHASED && Vector2.DistanceSquared(friendly.Position, e.Position) < 10))
            {
                return(true);
            }

            return(false);
        }
Ejemplo n.º 3
0
        private Point2D GetBestAttack(UnitCalculation potentialAttack, IEnumerable <UnitCalculation> enemies)
        {
            var killCounts = new Dictionary <Point, float>();

            foreach (var enemyAttack in enemies)
            {
                int killCount = 0;
                foreach (var splashedEnemy in enemyAttack.NearbyAllies.Where(a => !a.Attributes.Contains(Attribute.Structure) && !a.Unit.BuffIds.Contains((uint)Buffs.PSISTORM)))
                {
                    if (Vector2.DistanceSquared(splashedEnemy.Position, enemyAttack.Position) < (splashedEnemy.Unit.Radius + StormRadius) * (splashedEnemy.Unit.Radius + StormRadius))
                    {
                        killCount++;
                    }
                }
                foreach (var splashedAlly in potentialAttack.NearbyAllies.Where(a => !a.Attributes.Contains(Attribute.Structure)))
                {
                    if (Vector2.DistanceSquared(splashedAlly.Position, enemyAttack.Position) < (splashedAlly.Unit.Radius + StormRadius) * (splashedAlly.Unit.Radius + StormRadius))
                    {
                        killCount -= 3;
                    }
                }
                killCounts[enemyAttack.Unit.Pos] = killCount;
            }

            var best = killCounts.OrderByDescending(x => x.Value).FirstOrDefault();

            if (best.Value < 3) // only attack if going to kill >= 3 units
            {
                return(null);
            }
            return(new Point2D {
                X = best.Key.X, Y = best.Key.Y
            });
        }
Ejemplo n.º 4
0
 float DistanceSquared(UnitCalculation unit1, UnitCalculation unit2)
 {
     if (unit1 == null || unit2 == null)
     {
         return(0);
     }
     return(Vector2.DistanceSquared(unit1.Position, unit2.Position));
 }
Ejemplo n.º 5
0
        float ClosestEnemyDistance(UnitCalculation friendly)
        {
            var closestEnemy = friendly.NearbyEnemies.OrderBy(u => Vector2.DistanceSquared(u.Position, friendly.Position)).FirstOrDefault();

            if (closestEnemy != null)
            {
                return(Vector2.DistanceSquared(closestEnemy.Position, friendly.Position));
            }
            return(0);
        }
Ejemplo n.º 6
0
        ConcurrentBag <UnitCalculation> GetTargettedAttacks(UnitCalculation unitCalculation)
        {
            var attacks = new ConcurrentBag <UnitCalculation>();

            Parallel.ForEach(unitCalculation.EnemiesInRangeOf, (enemyAttack) =>
            {
                if (DamageService.CanDamage(enemyAttack, unitCalculation) && CollisionCalculator.Collides(unitCalculation.Position, unitCalculation.Unit.Radius, enemyAttack.Start, enemyAttack.End))
                {
                    attacks.Add(enemyAttack);
                }
            });

            return(attacks);
        }
Ejemplo n.º 7
0
        bool DeactivatePulsarBeam(UnitCommander commander, int frame, UnitCalculation bestTarget, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (!commander.UnitCalculation.Unit.BuffIds.Contains((uint)Buffs.ORACLEWEAPON))
            {
                return(false);
            }

            if (bestTarget == null || !commander.UnitCalculation.NearbyEnemies.Any(e => e.Unit.Tag == bestTarget.Unit.Tag))
            {
                action = commander.Order(frame, Abilities.BEHAVIOR_PULSARBEAMOFF);
                return(true);
            }

            return(false);
        }
        private Point2D GetBestAttack(UnitCalculation potentialAttack, IEnumerable <UnitCalculation> enemies, IList <UnitCalculation> splashableEnemies)
        {
            float splashRadius = 1.5f;
            var   killCounts   = new Dictionary <Point, float>();

            foreach (var enemyAttack in enemies)
            {
                int killCount = 0;
                foreach (var splashedEnemy in splashableEnemies)
                {
                    if (Vector2.DistanceSquared(splashedEnemy.Position, enemyAttack.Position) < (splashedEnemy.Unit.Radius + splashRadius) * (splashedEnemy.Unit.Radius + splashRadius))
                    {
                        if (splashedEnemy.Unit.Health + splashedEnemy.Unit.Shield < GetPurificationNovaDamage(splashedEnemy.Unit, SharkyUnitData.UnitData[(UnitTypes)splashedEnemy.Unit.UnitType]))
                        {
                            killCount++;
                        }
                    }
                }
                foreach (var splashedAlly in potentialAttack.NearbyAllies.Where(a => !a.Unit.IsFlying && a.Unit.UnitType != (uint)UnitTypes.PROTOSS_DISRUPTOR && a.Unit.UnitType != (uint)UnitTypes.PROTOSS_DISRUPTORPHASED))
                {
                    if (Vector2.DistanceSquared(splashedAlly.Position, enemyAttack.Position) < (splashedAlly.Unit.Radius + splashRadius) * (splashedAlly.Unit.Radius + splashRadius))
                    {
                        if (splashedAlly.Unit.Health + splashedAlly.Unit.Shield < GetPurificationNovaDamage(splashedAlly.Unit, SharkyUnitData.UnitData[(UnitTypes)splashedAlly.Unit.UnitType]))
                        {
                            killCount--;
                        }
                    }
                }
                killCounts[enemyAttack.Unit.Pos] = killCount;
            }

            var best = killCounts.OrderByDescending(x => x.Value).FirstOrDefault();

            if (best.Value < 0) // don't kill own units
            {
                return(null);
            }
            return(new Point2D {
                X = best.Key.X, Y = best.Key.Y
            });
        }
Ejemplo n.º 9
0
        bool PulsarBeam(UnitCommander commander, int frame, UnitCalculation bestTarget, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (DeactivatePulsarBeam(commander, frame, bestTarget, out action))
            {
                return(true);
            }

            if (commander.UnitCalculation.Unit.BuffIds.Contains((uint)Buffs.ORACLEWEAPON) || commander.UnitCalculation.Unit.Energy < 50 || bestTarget == null)
            {
                return(false);
            }

            if (commander.UnitCalculation.EnemiesInRange.Any(e => e.Unit.Tag == bestTarget.Unit.Tag))
            {
                action = commander.Order(frame, Abilities.BEHAVIOR_PULSARBEAMON);
                return(true);
            }

            return(false);
        }
Ejemplo n.º 10
0
 bool StasisWard(UnitCommander commander, int frame, UnitCalculation bestTarget, out List <SC2APIProtocol.Action> action)
 {
     action = null;
     return(false); // TODO:  stasis ward, put stasis wards on the tops of ramps
 }
Ejemplo n.º 11
0
        protected override bool PreOffenseOrder(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            var cloakedPosition = CloakedInvader(commander);

            if (cloakedPosition != null && commander.UnitCalculation.Unit.Energy >= 25)
            {
                action = commander.Order(frame, Abilities.EFFECT_ORACLEREVELATION, cloakedPosition);
                return(true);
            }

            var order = commander.UnitCalculation.Unit.Orders.FirstOrDefault(o => o.AbilityId == (uint)Abilities.EFFECT_ORACLEREVELATION && o.TargetWorldSpacePos != null);

            if (order != null && commander.UnitCalculation.Unit.Shield == commander.UnitCalculation.Unit.ShieldMax && commander.UnitCalculation.Unit.Orders.Any(o => o.AbilityId == (uint)Abilities.EFFECT_ORACLEREVELATION))
            {
                if (commander.UnitCalculation.Unit.Shield > commander.UnitCalculation.Unit.ShieldMax / 2.0)
                {
                    return(true);
                }

                if (Revelation(commander, frame, out action))
                {
                    return(true);
                }
            }

            if (AvoidTargettedDamage(commander, target, defensivePoint, frame, out action))
            {
                return(true);
            }

            if (AvoidDamage(commander, target, defensivePoint, frame, out action))
            {
                return(true);
            }

            return(false);
        }
Ejemplo n.º 12
0
        protected override bool OffensiveAbility(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (PulsarBeam(commander, frame, bestTarget, out action))
            {
                return(true);
            }

            if (Revelation(commander, frame, out action))
            {
                return(true);
            }

            if (StasisWard(commander, frame, bestTarget, out action))
            {
                return(true);
            }

            return(false);
        }
Ejemplo n.º 13
0
        protected override bool PreOffenseOrder(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (SupportArmy(commander, target, defensivePoint, groupCenter, frame, out action))
            {
                return(true);
            }

            return(false);
        }
Ejemplo n.º 14
0
        protected override bool PreOffenseOrder(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List<SC2APIProtocol.Action> action)
        {
            action = null;

            if (OffensiveAbility(commander, target, defensivePoint, groupCenter, bestTarget, frame, out action)) { return true; }

            if (commander.UnitCalculation.Unit.Shield < 20)
            {
                if (AvoidDamage(commander, target, defensivePoint, frame, out action))
                {
                    return true;
                }
            }

            return false;
        }
Ejemplo n.º 15
0
        protected override bool AttackBestTarget(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            if (AttackBestTargetInRange(commander, target, bestTarget, frame, out action))
            {
                return(true);
            }

            if (!commander.UnitCalculation.TargetPriorityCalculation.Overwhelm && MicroPriority != MicroPriority.AttackForward && commander.UnitCalculation.TargetPriorityCalculation.TargetPriority == TargetPriority.Retreat)
            {
                action = commander.Order(frame, Abilities.MOVE, defensivePoint); // no damaging targets in range, retreat towards the defense point
                return(true);
            }

            if (bestTarget != null && commander.UnitCalculation.NearbyEnemies.Any(e => e.Unit.Tag == bestTarget.Unit.Tag) && MicroPriority != MicroPriority.NavigateToLocation)
            {
                action = commander.Order(frame, Abilities.MOVE, GetPositionFromRange(commander, bestTarget.Unit.Pos, commander.UnitCalculation.Unit.Pos, commander.UnitCalculation.Range));
                return(true);
            }

            if (GroupUpEnabled && GroupUp(commander, target, groupCenter, true, frame, out action))
            {
                return(true);
            }

            if (bestTarget != null && MicroPriority != MicroPriority.NavigateToLocation)
            {
                action = commander.Order(frame, Abilities.MOVE, GetPositionFromRange(commander, bestTarget.Unit.Pos, commander.UnitCalculation.Unit.Pos, commander.UnitCalculation.Range));
                return(true);
            }

            var vectors = commander.UnitCalculation.NearbyAllies.Where(a => (!a.Unit.IsFlying && !commander.UnitCalculation.Unit.IsFlying) || (a.Unit.IsFlying && commander.UnitCalculation.Unit.IsFlying)).Select(u => u.Position);

            if (vectors.Count() > 0)
            {
                var center = new Point2D {
                    X = vectors.Average(v => v.X), Y = vectors.Average(v => v.Y)
                };
                if (Vector2.DistanceSquared(commander.UnitCalculation.Position, new Vector2(center.X, center.Y)) + commander.UnitCalculation.Unit.Radius > 1)
                {
                    action = commander.Order(frame, Abilities.MOVE, center);
                    return(true);
                }
            }

            action = commander.Order(frame, Abilities.ATTACK, target);
            return(true);
        }
Ejemplo n.º 16
0
        protected override bool AttackBestTargetInRange(UnitCommander commander, Point2D target, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;
            if (bestTarget != null)
            {
                if (commander.UnitCalculation.EnemiesInRange.Any(e => e.Unit.Tag == bestTarget.Unit.Tag) && bestTarget.Unit.DisplayType == DisplayType.Visible)
                {
                    action = commander.Order(frame, Abilities.ATTACK, null, bestTarget.Unit.Tag);
                    return(true);
                }

                var blinkReady = SharkyUnitData.ResearchedUpgrades.Contains((uint)Upgrades.BLINKTECH) && commander.AbilityOffCooldown(Abilities.EFFECT_BLINK_STALKER, frame, SharkyOptions.FramesPerSecond, SharkyUnitData);
                if (blinkReady)
                {
                    action = commander.Order(frame, Abilities.EFFECT_BLINK_STALKER, new Point2D {
                        X = bestTarget.Unit.Pos.X, Y = bestTarget.Unit.Pos.Y
                    });
                    return(true);
                }
            }

            return(false);
        }
Ejemplo n.º 17
0
        protected override bool PreOffenseOrder(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (SharkyUnitData.ResearchedUpgrades.Contains((uint)Upgrades.BANSHEECLOAK))
            {
                if (commander.UnitCalculation.Unit.BuffIds.Contains((uint)Buffs.BANSHEECLOAK)) // already cloaked
                {
                    return(false);
                }

                if (commander.UnitCalculation.EnemiesInRangeOf.Count() > 0) // if enemies can hit it, cloak
                {
                    action = commander.Order(frame, Abilities.BEHAVIOR_CLOAKON);
                    return(true);
                }
            }

            return(false);
        }
Ejemplo n.º 18
0
        UnitCalculation GetBestHarassTarget(UnitCommander commander, Point2D target)
        {
            var existingAttackOrder = commander.UnitCalculation.Unit.Orders.Where(o => o.AbilityId == (uint)Abilities.ATTACK || o.AbilityId == (uint)Abilities.ATTACK_ATTACK).FirstOrDefault();

            var range = commander.UnitCalculation.Range;

            var attacks = new List <UnitCalculation>(commander.UnitCalculation.EnemiesInRange.Where(u => u.Unit.DisplayType != DisplayType.Hidden && u.UnitClassifications.Contains(UnitClassification.Worker))); // units that are in range right now

            UnitCalculation bestAttack = null;

            if (attacks.Count > 0)
            {
                var oneShotKills = attacks.Where(a => a.Unit.Health + a.Unit.Shield < GetDamage(commander.UnitCalculation.Weapon, a.Unit, a.UnitTypeData));
                if (oneShotKills.Count() > 0)
                {
                    if (existingAttackOrder != null)
                    {
                        var existing = oneShotKills.FirstOrDefault(o => o.Unit.Tag == existingAttackOrder.TargetUnitTag);
                        if (existing != null)
                        {
                            return(existing); // just keep attacking the same unit
                        }
                    }

                    var oneShotKill = GetBestTargetFromList(commander, oneShotKills, existingAttackOrder);
                    if (oneShotKill != null)
                    {
                        return(oneShotKill);
                    }
                    else
                    {
                        commander.BestTarget = oneShotKills.OrderBy(o => o.Dps).FirstOrDefault();
                        return(commander.BestTarget);
                    }
                }

                bestAttack = GetBestTargetFromList(commander, attacks, existingAttackOrder);
                if (bestAttack != null && bestAttack.UnitClassifications.Contains(UnitClassification.Worker) && bestAttack.EnemiesInRange.Any(e => e.Unit.Tag == commander.UnitCalculation.Unit.Tag))
                {
                    commander.BestTarget = bestAttack;
                    return(bestAttack);
                }
            }

            attacks = new List <UnitCalculation>(); // nearby units not in range right now
            foreach (var enemyAttack in commander.UnitCalculation.NearbyEnemies)
            {
                if (enemyAttack.Unit.DisplayType != DisplayType.Hidden && enemyAttack.UnitClassifications.Contains(UnitClassification.Worker) && !InRange(enemyAttack.Unit.Pos, commander.UnitCalculation.Unit.Pos, range + enemyAttack.Unit.Radius + commander.UnitCalculation.Unit.Radius))
                {
                    attacks.Add(enemyAttack);
                }
            }
            if (attacks.Count > 0)
            {
                var bestOutOfRangeAttack = GetBestTargetFromList(commander, attacks, existingAttackOrder);
                if (bestOutOfRangeAttack != null && (bestOutOfRangeAttack.UnitClassifications.Contains(UnitClassification.ArmyUnit) || bestOutOfRangeAttack.UnitClassifications.Contains(UnitClassification.DefensiveStructure)))
                {
                    commander.BestTarget = bestOutOfRangeAttack;
                    return(bestOutOfRangeAttack);
                }
                if (bestAttack == null)
                {
                    bestAttack = bestOutOfRangeAttack;
                }
            }

            commander.BestTarget = bestAttack;
            return(bestAttack);
        }
Ejemplo n.º 19
0
        protected override bool OffensiveAbility(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (commander.UnitCalculation.Unit.Orders.Any(o => o.AbilityId == (uint)Abilities.EFFECT_KD8CHARGE))
            {
                return(true);
            }

            if (commander.UnitCalculation.NearbyAllies.Any(a => a.Unit.UnitType == (uint)UnitTypes.TERRAN_KD8CHARGE))
            {
                return(false);
            }                                                                                                                            // don't spam them all at once

            if (bestTarget != null && bestTarget.Unit.Tag != commander.UnitCalculation.Unit.Tag && bestTarget.FrameLastSeen == frame && !bestTarget.Attributes.Contains(Attribute.Structure) && commander.AbilityOffCooldown(Abilities.EFFECT_KD8CHARGE, frame, SharkyOptions.FramesPerSecond, SharkyUnitData))
            {
                var distanceSqaured = Vector2.DistanceSquared(commander.UnitCalculation.Position, bestTarget.Position); // TODO: use unit velocity to predict where to place the charge and check if in range of that

                if (distanceSqaured <= 100)
                {
                    var enemyPosition = new Point2D {
                        X = bestTarget.Unit.Pos.X, Y = bestTarget.Unit.Pos.Y
                    };
                    if (bestTarget.Velocity > 0)
                    {
                        var futurePosition = bestTarget.Position + (bestTarget.AverageVector * (bestTarget.AverageVelocity * SharkyOptions.FramesPerSecond));
                        if (Vector2.DistanceSquared(commander.UnitCalculation.Position, futurePosition) < Kd8Charge * Kd8Charge)
                        {
                            var interceptionPoint = new Point2D {
                                X = futurePosition.X, Y = futurePosition.Y
                            };
                            action = commander.Order(frame, Abilities.EFFECT_KD8CHARGE, interceptionPoint);
                            return(true);
                        }
                    }
                    else if (distanceSqaured < Kd8Charge * Kd8Charge)
                    {
                        var point = new Point2D {
                            X = bestTarget.Position.X, Y = bestTarget.Position.Y
                        };
                        action = commander.Order(frame, Abilities.EFFECT_KD8CHARGE, point);
                        return(true);
                    }
                }
            }

            return(false);
        }
Ejemplo n.º 20
0
 protected override bool GetHighGroundVision(UnitCommander commander, Point2D target, Point2D defensivePoint, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
 {
     action = null;
     return(false);
 }
Ejemplo n.º 21
0
        protected override bool AttackBestTarget(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            if (commander.UnitCalculation.NearbyEnemies.Any(e => e.UnitClassifications.Contains(UnitClassification.Worker)))
            {
                commander.UnitCalculation.TargetPriorityCalculation.TargetPriority = TargetPriority.KillWorkers;
            }

            if (AttackBestTargetInRange(commander, target, bestTarget, frame, out action))
            {
                return(true);
            }

            return(false);
        }
Ejemplo n.º 22
0
        // TODO: use offensiveability when retreating

        protected override bool PreOffenseOrder(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (commander.UnitCalculation.Unit.Health < 10 || (commander.UnitCalculation.Unit.Health < 30 && commander.UnitCalculation.NearbyEnemies.Any(e => e.DamageGround && e.Damage > commander.UnitCalculation.Unit.Health)))
            {
                if (AvoidDamage(commander, target, defensivePoint, frame, out action))
                {
                    return(true);
                }
            }

            if (commander.UnitCalculation.Unit.Health < 10 && commander.UnitCalculation.NearbyEnemies.Any(e => e.UnitClassifications.Contains(UnitClassification.ArmyUnit)))
            {
                action = Retreat(commander, defensivePoint, groupCenter, frame);
                return(true);
            }

            if (commander.UnitCalculation.Unit.Health == commander.UnitCalculation.Unit.HealthMax)
            {
                commander.UnitCalculation.TargetPriorityCalculation.Overwhelm = true;
            }

            return(false);
        }
Ejemplo n.º 23
0
        protected override bool AttackBestTargetInRange(UnitCommander commander, Point2D target, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;
            if (bestTarget != null && (bestTarget.UnitClassifications.Contains(UnitClassification.Worker) || !commander.UnitCalculation.NearbyEnemies.Any(e => e.UnitClassifications.Contains(UnitClassification.Worker))))
            {
                if (commander.UnitCalculation.EnemiesInRange.Any(e => e.Unit.Tag == bestTarget.Unit.Tag) && bestTarget.Unit.DisplayType == DisplayType.Visible)
                {
                    action = commander.Order(frame, Abilities.ATTACK, null, bestTarget.Unit.Tag);
                    return(true);
                }
            }

            return(false);
        }
Ejemplo n.º 24
0
        protected override UnitCalculation GetBestTarget(UnitCommander commander, Point2D target, int frame)
        {
            var existingAttackOrder = commander.UnitCalculation.Unit.Orders.Where(o => o.AbilityId == (uint)Abilities.ATTACK || o.AbilityId == (uint)Abilities.ATTACK_ATTACK).FirstOrDefault();

            var range = commander.UnitCalculation.Range;

            var attacks = new List <UnitCalculation>(commander.UnitCalculation.EnemiesInRange.Where(u => u.Unit.DisplayType == DisplayType.Visible)); // units that are in range right now

            UnitCalculation bestAttack = null;

            if (attacks.Count > 0)
            {
                var oneShotKills = attacks.Where(a => a.Unit.Health + a.Unit.Shield < GetDamage(commander.UnitCalculation.Weapons, a.Unit, a.UnitTypeData) && !a.Unit.BuffIds.Contains((uint)Buffs.IMMORTALOVERLOAD));
                if (oneShotKills.Count() > 0)
                {
                    if (existingAttackOrder != null)
                    {
                        var existing = oneShotKills.FirstOrDefault(o => o.Unit.Tag == existingAttackOrder.TargetUnitTag);
                        if (existing != null)
                        {
                            return(existing); // just keep attacking the same unit
                        }
                    }

                    var oneShotKill = GetBestTargetFromList(commander, oneShotKills, existingAttackOrder);
                    if (oneShotKill != null)
                    {
                        return(oneShotKill);
                    }
                    else
                    {
                        commander.BestTarget = oneShotKills.OrderBy(o => o.Dps).FirstOrDefault();
                        return(commander.BestTarget);
                    }
                }

                bestAttack = GetBestTargetFromList(commander, attacks, existingAttackOrder);
                if (bestAttack != null && (bestAttack.UnitClassifications.Contains(UnitClassification.ArmyUnit) || bestAttack.UnitClassifications.Contains(UnitClassification.DefensiveStructure) || (bestAttack.UnitClassifications.Contains(UnitClassification.Worker) && bestAttack.EnemiesInRange.Any(e => e.Unit.Tag == commander.UnitCalculation.Unit.Tag))))
                {
                    commander.BestTarget = bestAttack;
                    return(bestAttack);
                }
            }

            attacks = new List <UnitCalculation>(); // nearby units not in range right now
            foreach (var enemyAttack in commander.UnitCalculation.NearbyEnemies)
            {
                if (enemyAttack.Unit.DisplayType == DisplayType.Visible && DamageService.CanDamage(commander.UnitCalculation, enemyAttack) && !InRange(enemyAttack.Position, commander.UnitCalculation.Position, range + enemyAttack.Unit.Radius + commander.UnitCalculation.Unit.Radius))
                {
                    attacks.Add(enemyAttack);
                }
            }

            var safeAttacks = attacks.Where(a => a.Damage < commander.UnitCalculation.Unit.Health);

            if (safeAttacks.Count() > 0)
            {
                var bestOutOfRangeAttack = GetBestTargetFromList(commander, safeAttacks, existingAttackOrder);
                if (bestOutOfRangeAttack != null && (bestOutOfRangeAttack.UnitClassifications.Contains(UnitClassification.ArmyUnit) || bestOutOfRangeAttack.UnitClassifications.Contains(UnitClassification.DefensiveStructure)))
                {
                    commander.BestTarget = bestOutOfRangeAttack;
                    return(bestOutOfRangeAttack);
                }
                if (bestAttack == null)
                {
                    bestAttack = bestOutOfRangeAttack;
                }
            }

            if (commander.UnitCalculation.Unit.Health < 6)
            {
                return(null);
            }

            if (attacks.Count > 0)
            {
                var bestOutOfRangeAttack = GetBestTargetFromList(commander, attacks, existingAttackOrder);
                if (bestOutOfRangeAttack != null && (bestOutOfRangeAttack.UnitClassifications.Contains(UnitClassification.ArmyUnit) || bestOutOfRangeAttack.UnitClassifications.Contains(UnitClassification.DefensiveStructure)))
                {
                    commander.BestTarget = bestOutOfRangeAttack;
                    return(bestOutOfRangeAttack);
                }
                if (bestAttack == null)
                {
                    bestAttack = bestOutOfRangeAttack;
                }
            }

            if (!MapDataService.SelfVisible(target)) // if enemy main is unexplored, march to enemy main
            {
                var fakeMainBase = new Unit(commander.UnitCalculation.Unit);
                fakeMainBase.Pos = new Point {
                    X = target.X, Y = target.Y, Z = 1
                };
                fakeMainBase.Alliance = Alliance.Enemy;
                return(new UnitCalculation(fakeMainBase, 0, SharkyUnitData, SharkyOptions, UnitDataService, frame));
            }
            var unitsNearEnemyMain = ActiveUnitData.EnemyUnits.Values.Where(e => e.Unit.UnitType != (uint)UnitTypes.ZERG_LARVA && InRange(new Vector2(target.X, target.Y), e.Position, 20));

            if (unitsNearEnemyMain.Count() > 0 && InRange(new Vector2(target.X, target.Y), commander.UnitCalculation.Position, 100))
            {
                attacks = new List <UnitCalculation>(); // enemies in the main enemy base
                foreach (var enemyAttack in unitsNearEnemyMain)
                {
                    if (enemyAttack.Unit.DisplayType == DisplayType.Visible && DamageService.CanDamage(commander.UnitCalculation, enemyAttack))
                    {
                        attacks.Add(enemyAttack);
                    }
                }
                if (attacks.Count > 0)
                {
                    var bestMainAttack = GetBestTargetFromList(commander, attacks, existingAttackOrder);
                    if (bestMainAttack != null && (bestMainAttack.UnitClassifications.Contains(UnitClassification.ArmyUnit) || bestMainAttack.UnitClassifications.Contains(UnitClassification.DefensiveStructure)))
                    {
                        commander.BestTarget = bestMainAttack;
                        return(bestMainAttack);
                    }
                    if (bestAttack == null)
                    {
                        bestAttack = bestMainAttack;
                    }
                }
            }

            commander.BestTarget = bestAttack;
            return(bestAttack);
        }
Ejemplo n.º 25
0
        protected override bool OffensiveAbility(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List<SC2APIProtocol.Action> action)
        {
            if (GuardianShield(commander, frame, out action))
            {
                return true;
            }

            if (Hallucinate(commander, frame, out action))
            {
                return true;
            }

            return false;
        }
Ejemplo n.º 26
0
        protected override bool OffensiveAbility(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (!commander.AbilityOffCooldown(Abilities.EFFECT_PURIFICATIONNOVA, frame, SharkyOptions.FramesPerSecond, SharkyUnitData))
            {
                return(false);
            }

            if (commander.UnitCalculation.NearbyAllies.Any(a => a.Unit.UnitType == (uint)UnitTypes.PROTOSS_DISRUPTORPHASED && Vector2.DistanceSquared(a.Position, commander.UnitCalculation.Position) < PurificationNovaRange * PurificationNovaRange))
            {
                return(false);
            }

            if (lastPurificationFrame >= frame - 5)
            {
                return(false);
            }

            var attacks = new List <UnitCalculation>();
            var center  = commander.UnitCalculation.Position;

            foreach (var enemyAttack in commander.UnitCalculation.NearbyEnemies)
            {
                if (!enemyAttack.Unit.IsFlying && InRange(enemyAttack.Position, commander.UnitCalculation.Position, PurificationNovaRange + enemyAttack.Unit.Radius + commander.UnitCalculation.Unit.Radius)) // TODO: do actual pathing to see if the shot can make it there, if a wall is in the way it can't
                {
                    attacks.Add(enemyAttack);
                }
            }

            if (attacks.Count > 0)
            {
                var oneShotKills = attacks.OrderBy(a => GetPurificationNovaDamage(a.Unit, SharkyUnitData.UnitData[(UnitTypes)a.Unit.UnitType])).ThenByDescending(u => u.Dps);
                if (oneShotKills.Count() > 0)
                {
                    var bestAttack = GetBestAttack(commander.UnitCalculation, oneShotKills, attacks);
                    if (commander.UnitCalculation.TargetPriorityCalculation.TargetPriority == TargetPriority.WinAir)
                    {
                        var airAttackers = oneShotKills.Where(u => u.DamageAir);
                        if (airAttackers.Count() > 0)
                        {
                            var air = GetBestAttack(commander.UnitCalculation, airAttackers, attacks);
                            if (air != null)
                            {
                                bestAttack = air;
                            }
                        }
                    }
                    else if (commander.UnitCalculation.TargetPriorityCalculation.TargetPriority == TargetPriority.WinGround)
                    {
                        var groundAttackers = oneShotKills.Where(u => u.DamageGround);
                        if (groundAttackers.Count() > 0)
                        {
                            var ground = GetBestAttack(commander.UnitCalculation, groundAttackers, attacks);
                            if (ground != null)
                            {
                                bestAttack = ground;
                            }
                        }
                    }
                    else
                    {
                        if (oneShotKills.Count() > 0)
                        {
                            var any = GetBestAttack(commander.UnitCalculation, oneShotKills, attacks);
                            if (any != null)
                            {
                                bestAttack = any;
                            }
                        }
                    }

                    if (bestAttack != null)
                    {
                        action = commander.Order(frame, Abilities.EFFECT_PURIFICATIONNOVA, bestAttack);
                        lastPurificationFrame = frame;
                        return(true);
                    }
                }
            }

            return(false);
        }
Ejemplo n.º 27
0
        protected override bool OffensiveAbility(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (commander.AbilityOffCooldown(Abilities.EFFECT_VOIDRAYPRISMATICALIGNMENT, frame, SharkyOptions.FramesPerSecond, SharkyUnitData))
            {
                if (commander.UnitCalculation.Unit.Orders.Any(o => o.AbilityId == (uint)Abilities.ATTACK || o.AbilityId == (uint)Abilities.ATTACK_ATTACK))
                {
                    foreach (var tag in commander.UnitCalculation.Unit.Orders.Select(o => o.TargetUnitTag))
                    {
                        UnitCalculation unit;
                        if (ActiveUnitData.EnemyUnits.TryGetValue(tag, out unit))
                        {
                            if (unit.Attributes.Contains(Attribute.Armored))
                            {
                                if (commander.UnitCalculation.EnemiesInRange.Where(e => e.Attributes.Contains(Attribute.Armored)).Sum(e => e.Unit.Health) > 200)
                                {
                                    action = commander.Order(frame, Abilities.EFFECT_VOIDRAYPRISMATICALIGNMENT);
                                    return(true);
                                }
                            }
                        }
                    }
                }
            }

            return(false);
        }
Ejemplo n.º 28
0
        public override IEnumerable <Action> OnFrame(ResponseObservation observation)
        {
            //var total = new Stopwatch();
            //total.Start();

            //var stopwatch = new Stopwatch();
            //stopwatch.Start();

            var frame = (int)observation.Observation.GameLoop;

            if (observation.Observation.RawData.Event != null && observation.Observation.RawData.Event.DeadUnits != null)
            {
                ActiveUnitData.DeadUnits = observation.Observation.RawData.Event.DeadUnits.ToList();
            }
            else
            {
                ActiveUnitData.DeadUnits = new List <ulong>();
            }

            foreach (var unit in ActiveUnitData.SelfUnits.Where(u => u.Value.Unit.UnitType == (uint)UnitTypes.PROTOSS_DISRUPTORPHASED)) // remove things like purification novas that don't have dead unit events
            {
                if (!observation.Observation.RawData.Units.Any(u => u.Tag == unit.Key))
                {
                    ActiveUnitData.DeadUnits.Add(unit.Key);
                }
            }

            foreach (var tag in ActiveUnitData.DeadUnits)
            {
                if (ActiveUnitData.EnemyUnits.TryRemove(tag, out UnitCalculation removedEnemy))
                {
                    ActiveUnitData.EnemyDeaths++;
                }
                else if (ActiveUnitData.SelfUnits.TryRemove(tag, out UnitCalculation removedAlly))
                {
                    ActiveUnitData.SelfDeaths++;
                }
                else if (ActiveUnitData.NeutralUnits.TryRemove(tag, out UnitCalculation removedNeutral))
                {
                    ActiveUnitData.NeutralDeaths++;
                }

                ActiveUnitData.Commanders.TryRemove(tag, out UnitCommander removedCommander);
            }

            foreach (var unit in ActiveUnitData.EnemyUnits.Where(u => UndeadTypes.Contains((UnitTypes)u.Value.Unit.UnitType)))
            {
                ActiveUnitData.EnemyUnits.TryRemove(unit.Key, out UnitCalculation removed);
            }
            foreach (var unit in ActiveUnitData.SelfUnits.Where(u => UndeadTypes.Contains((UnitTypes)u.Value.Unit.UnitType)))
            {
                ActiveUnitData.SelfUnits.TryRemove(unit.Key, out UnitCalculation removed);
            }
            foreach (var unit in ActiveUnitData.Commanders.Where(u => UndeadTypes.Contains((UnitTypes)u.Value.UnitCalculation.Unit.UnitType)))
            {
                ActiveUnitData.Commanders.TryRemove(unit.Key, out UnitCommander removed);
            }

            foreach (var unit in ActiveUnitData.EnemyUnits.Where(u => u.Value.UnitTypeData.Attributes.Contains(SC2APIProtocol.Attribute.Structure))) // structures get replaced by snapshots if we can't see them, so just remove them and let them get readded
            {
                ActiveUnitData.EnemyUnits.TryRemove(unit.Key, out UnitCalculation removed);
            }

            //Debug.WriteLine($"removal {stopwatch.ElapsedMilliseconds}");
            //stopwatch.Restart();

            var repairers = observation.Observation.RawData.Units.Where(u => u.UnitType == (uint)UnitTypes.TERRAN_SCV || u.UnitType == (uint)UnitTypes.TERRAN_MULE);

            //Parallel.ForEach(observation.Observation.RawData.Units, (unit) =>
            //{
            //    if (unit.Alliance == Alliance.Enemy)
            //    {
            //        var repairingUnitCount = repairers.Where(u => u.Alliance == Alliance.Enemy && Vector2.DistanceSquared(new Vector2(u.Pos.X, u.Pos.Y), new Vector2(unit.Pos.X, unit.Pos.Y)) < (1.0 + u.Radius + unit.Radius) * (0.1 + u.Radius + unit.Radius)).Count();
            //        var attack = new UnitCalculation(unit, repairingUnitCount, SharkyUnitData, SharkyOptions, UnitDataService, frame);
            //        if (ActiveUnitData.EnemyUnits.TryGetValue(unit.Tag, out UnitCalculation existing))
            //        {
            //            attack.SetPreviousUnit(existing, existing.FrameLastSeen);
            //        }
            //        ActiveUnitData.EnemyUnits[unit.Tag] = attack;
            //    }
            //    else if (unit.Alliance == Alliance.Self)
            //    {
            //        var attack = new UnitCalculation(unit, 0, SharkyUnitData, SharkyOptions, UnitDataService, frame);
            //        if (ActiveUnitData.SelfUnits.TryGetValue(unit.Tag, out UnitCalculation existing))
            //        {
            //            attack.SetPreviousUnit(existing, existing.FrameLastSeen);
            //        }
            //        ActiveUnitData.SelfUnits[unit.Tag] = attack;
            //    }
            //    else if (unit.Alliance == Alliance.Neutral)
            //    {
            //        var attack = new UnitCalculation(unit, 0, SharkyUnitData, SharkyOptions, UnitDataService, frame);
            //        if (ActiveUnitData.NeutralUnits.TryGetValue(unit.Tag, out UnitCalculation existing))
            //        {
            //            attack.SetPreviousUnit(existing, existing.FrameLastSeen);
            //        }
            //        ActiveUnitData.NeutralUnits[unit.Tag] = attack;
            //    }
            //});

            foreach (var unit in observation.Observation.RawData.Units)
            {
                if (unit.Alliance == Alliance.Enemy)
                {
                    var repairingUnitCount = repairers.Where(u => u.Alliance == Alliance.Enemy && Vector2.DistanceSquared(new Vector2(u.Pos.X, u.Pos.Y), new Vector2(unit.Pos.X, unit.Pos.Y)) < (1.0 + u.Radius + unit.Radius) * (0.1 + u.Radius + unit.Radius)).Count();
                    var attack             = new UnitCalculation(unit, repairingUnitCount, SharkyUnitData, SharkyOptions, UnitDataService, frame);
                    if (ActiveUnitData.EnemyUnits.TryGetValue(unit.Tag, out UnitCalculation existing))
                    {
                        attack.SetPreviousUnit(existing, existing.FrameLastSeen);
                    }
                    ActiveUnitData.EnemyUnits[unit.Tag] = attack;
                }
                else if (unit.Alliance == Alliance.Self)
                {
                    var attack = new UnitCalculation(unit, 0, SharkyUnitData, SharkyOptions, UnitDataService, frame);
                    if (ActiveUnitData.SelfUnits.TryGetValue(unit.Tag, out UnitCalculation existing))
                    {
                        attack.SetPreviousUnit(existing, existing.FrameLastSeen);
                    }
                    ActiveUnitData.SelfUnits[unit.Tag] = attack;
                }
                else if (unit.Alliance == Alliance.Neutral)
                {
                    var attack = new UnitCalculation(unit, 0, SharkyUnitData, SharkyOptions, UnitDataService, frame);
                    if (ActiveUnitData.NeutralUnits.TryGetValue(unit.Tag, out UnitCalculation existing))
                    {
                        attack.SetPreviousUnit(existing, existing.FrameLastSeen);
                    }
                    ActiveUnitData.NeutralUnits[unit.Tag] = attack;
                }
            }

            //Debug.WriteLine($"parallel {stopwatch.ElapsedMilliseconds}");
            //stopwatch.Restart();

            foreach (var enemy in ActiveUnitData.EnemyUnits.Select(e => e.Value).ToList()) // if we can see this area of the map and the unit isn't there anymore remove it (we just remove it because visible units will get re-added below)
            {
                if (enemy.FrameLastSeen != frame && MapDataService.SelfVisible(enemy.Unit.Pos))
                {
                    ActiveUnitData.EnemyUnits.TryRemove(enemy.Unit.Tag, out UnitCalculation removed);
                }
            }

            //Debug.WriteLine($"remove vision {stopwatch.ElapsedMilliseconds}");
            //stopwatch.Restart();

            foreach (var allyAttack in ActiveUnitData.SelfUnits)
            {
                foreach (var enemyAttack in ActiveUnitData.EnemyUnits)
                {
                    if (DamageService.CanDamage(allyAttack.Value, enemyAttack.Value) && Vector2.DistanceSquared(allyAttack.Value.Position, enemyAttack.Value.Position) <= (allyAttack.Value.Range + allyAttack.Value.Unit.Radius + enemyAttack.Value.Unit.Radius) * (allyAttack.Value.Range + allyAttack.Value.Unit.Radius + enemyAttack.Value.Unit.Radius))
                    {
                        allyAttack.Value.EnemiesInRange.Add(enemyAttack.Value);
                        enemyAttack.Value.EnemiesInRangeOf.Add(allyAttack.Value);
                    }
                    if (DamageService.CanDamage(enemyAttack.Value, allyAttack.Value) && Vector2.DistanceSquared(allyAttack.Value.Position, enemyAttack.Value.Position) <= (enemyAttack.Value.Range + allyAttack.Value.Unit.Radius + enemyAttack.Value.Unit.Radius) * (enemyAttack.Value.Range + allyAttack.Value.Unit.Radius + enemyAttack.Value.Unit.Radius))
                    {
                        enemyAttack.Value.EnemiesInRange.Add(allyAttack.Value);
                        allyAttack.Value.EnemiesInRangeOf.Add(enemyAttack.Value);
                    }

                    if (Vector2.DistanceSquared(allyAttack.Value.Position, enemyAttack.Value.Position) <= NearbyDistance * NearbyDistance)
                    {
                        enemyAttack.Value.NearbyEnemies.Add(allyAttack.Value);
                        allyAttack.Value.NearbyEnemies.Add(enemyAttack.Value);
                    }
                }

                allyAttack.Value.NearbyAllies = ActiveUnitData.SelfUnits.Where(a => a.Key != allyAttack.Key && Vector2.DistanceSquared(allyAttack.Value.Position, a.Value.Position) <= NearbyDistance * NearbyDistance).Select(a => a.Value).ToList();

                var commander = new UnitCommander(allyAttack.Value);
                ActiveUnitData.Commanders.AddOrUpdate(allyAttack.Value.Unit.Tag, commander, (tag, existingCommander) =>
                {
                    commander = existingCommander;
                    commander.UnitCalculation = allyAttack.Value;
                    return(commander);
                });
            }

            //Debug.WriteLine($"allyattack {stopwatch.ElapsedMilliseconds}");
            //stopwatch.Restart();

            foreach (var enemyAttack in ActiveUnitData.EnemyUnits)
            {
                enemyAttack.Value.NearbyAllies = ActiveUnitData.EnemyUnits.Where(a => a.Key != enemyAttack.Key && Vector2.DistanceSquared(enemyAttack.Value.Position, a.Value.Position) <= NearbyDistance * NearbyDistance).Select(a => a.Value).ToList();
            }

            //Debug.WriteLine($"enemyunits {stopwatch.ElapsedMilliseconds}");
            //stopwatch.Restart();

            if (TargetPriorityCalculationFrame + 10 < frame)
            {
                foreach (var selfUnit in ActiveUnitData.SelfUnits)
                {
                    if (selfUnit.Value.TargetPriorityCalculation == null || selfUnit.Value.TargetPriorityCalculation.FrameCalculated + 10 < frame)
                    {
                        var priorityCalculation = TargetPriorityService.CalculateTargetPriority(selfUnit.Value, frame);
                        selfUnit.Value.TargetPriorityCalculation = priorityCalculation;
                        foreach (var nearbyUnit in selfUnit.Value.NearbyAllies.Where(a => a.NearbyEnemies.Count() == selfUnit.Value.NearbyAllies.Count()))
                        {
                            nearbyUnit.TargetPriorityCalculation = priorityCalculation;
                        }
                    }

                    selfUnit.Value.Attackers = GetTargettedAttacks(selfUnit.Value).ToList();
                }
                TargetPriorityCalculationFrame = frame;
            }
            //foreach (var selfUnit in ActiveUnitData.SelfUnits)
            //{
            //    if (selfUnit.Value.TargetPriorityCalculation == null || selfUnit.Value.TargetPriorityCalculation.FrameCalculated + 10 < frame)
            //    {
            //        var priorityCalculation = TargetPriorityService.CalculateTargetPriority(selfUnit.Value, frame);
            //        selfUnit.Value.TargetPriorityCalculation = priorityCalculation;
            //        foreach (var nearbyUnit in selfUnit.Value.NearbyAllies)
            //        {
            //            nearbyUnit.TargetPriorityCalculation = priorityCalculation;
            //        }
            //    }

            //    selfUnit.Value.Attackers = GetTargettedAttacks(selfUnit.Value).ToList();
            //}

            //Debug.WriteLine($"selfunits {stopwatch.ElapsedMilliseconds}");
            //stopwatch.Restart();

            if (SharkyOptions.Debug)
            {
                foreach (var selfUnit in ActiveUnitData.SelfUnits)
                {
                    DebugService.DrawLine(selfUnit.Value.Unit.Pos, new Point {
                        X = selfUnit.Value.End.X, Y = selfUnit.Value.End.Y, Z = selfUnit.Value.Unit.Pos.Z + 1f
                    }, new SC2APIProtocol.Color {
                        R = 0, B = 0, G = 255
                    });
                }
                foreach (var enemyUnit in ActiveUnitData.EnemyUnits)
                {
                    DebugService.DrawLine(enemyUnit.Value.Unit.Pos, new Point {
                        X = enemyUnit.Value.End.X, Y = enemyUnit.Value.End.Y, Z = enemyUnit.Value.Unit.Pos.Z + 1f
                    }, new SC2APIProtocol.Color {
                        R = 255, B = 0, G = 0
                    });
                }
            }

            //stopwatch.Stop();
            //Debug.WriteLine($"debug {stopwatch.ElapsedMilliseconds}");
            //total.Stop();
            //Debug.WriteLine($"total {total.ElapsedMilliseconds}");

            //if (total.ElapsedMilliseconds > 15)
            //{
            //    var uhoh = true;
            //}

            //Debug.WriteLine($"");

            return(null);
        }
Ejemplo n.º 29
0
        protected override bool OffensiveAbility(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (commander.UnitCalculation.Unit.Energy < 50)
            {
                return(false);
            }

            if (commander.UnitCalculation.NearbyEnemies.Any(e => e.Unit.BuffIds.Contains((uint)Buffs.GRAVITONBEAM))) // only have one unit lifted at a time
            {
                return(false);
            }

            var bestGravitonTarget = GetBestGravitonBeamTarget(commander, target);

            if (bestGravitonTarget != null)
            {
                action = commander.Order(frame, Abilities.EFFECT_GRAVITONBEAM, null, bestGravitonTarget.Unit.Tag);
                return(true);
            }

            return(false);
        }
Ejemplo n.º 30
0
        protected override bool PreOffenseOrder(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (commander.UnitCalculation.Unit.Health < 6 && bestTarget == null)
            {
                if (AvoidDamage(commander, target, defensivePoint, frame, out action))
                {
                    return(true);
                }
            }

            return(false);
        }