public override void Execute() => OwnWorkers.Where(w => w.IsIdle)
 .Where(w => !MyUnits.TrackedUnits.ContainsKey(w) || !MyUnits.TrackedUnits[w].StartsWith("MoveDroneTo"))
 .ForEach(w =>
 {
     MyUnits.SetActivity(w, nameof(IdleWorkersToMineral));
     GatherClosestMineral(w);
 });
        public override void Execute()
        {
            if (Game.FrameCount % 5 != 0)
            {
                return;
            }
            var ownGroundRangedUnits = Game.Self.Units
                                       .Where(u => u.UnitType.Type == UnitType.Zerg_Hydralisk).Where(u => !MyUnits.TrackedUnits.ContainsKey(u) || MyUnits.TrackedUnits[u] != nameof(RetreatIfOutnumbered));

            foreach (var attacker in ownGroundRangedUnits)
            {
                var candidateTargets = EnemyUnitsInSight(attacker);
                if (!candidateTargets.Any())
                {
                    continue;
                }
                var target = GetHighestPrioTarget(attacker, candidateTargets);

                if (ShouldKite(attacker, target))
                {
                    Kite(attacker, target);
                    return;
                }

                MyUnits.SetActivity(attacker, nameof(RangedKite));
                attacker.Attack(target, false);
            }
        }
 public override void Execute()
 {
     OwnFighters.Where(u => u.IsIdle).ForEach(u =>
     {
         u.Move(_rellyFightersTo, false);
         MyUnits.SetActivity(u, nameof(FightersRallyPoint));
     });
 }
Example #4
0
        private void RetreatToClosestReinforcement(Unit u)
        {
            MyUnits.SetActivity(u, nameof(RetreatIfOutnumbered));
            var natural      = _gameInfo.MyBases.FirstOrDefault(b => b.IsNatural);
            var any          = _gameInfo.MyBases.FirstOrDefault();
            var retreatPoint = (natural ?? any)?.BaseRegion.ContentTiles.First().AsWalkTile().ToPixelTile() ?? _mapCenter;

            u.Move(retreatPoint, false);
        }
Example #5
0
        private static void AttackClosestEnemyBuilding(IReadOnlyCollection <Unit> idleUnitsOfWantedTypeInMyBase)
        {
            var closestEnemyBuilding = GameMemory.EnemyBuildings.MinBy(b =>
                                                                       b.CalcApproximateDistance(idleUnitsOfWantedTypeInMyBase.First().Position));

            idleUnitsOfWantedTypeInMyBase.ForEach(u =>
            {
                MyUnits.SetActivity(u, nameof(OrderIdleUnitsToAttack));
                u.Attack(closestEnemyBuilding, false);
            });
        }
Example #6
0
        private static void ShiftAttackAllStartLocations(IEnumerable <Unit> units)
        {
            var notMyBaseStartLocations = Game.StartLocations.Except(new[] { Game.Self.StartLocation })
                                          .Select(loc => new Position(loc.X * 32, loc.Y * 32))
                                          .ToList();

            units.ForEach(u => notMyBaseStartLocations.ForEach(position =>
            {
                MyUnits.SetActivity(u, nameof(OrderIdleUnitsToAttack));
                u.Attack(position, true);
            }));
        }
        private static void Kite(Unit kiter, Unit target)
        {
            const int extraDistance  = 32;
            var       retreatVector  = GetRetreatVector(target, kiter);
            var       wantedDistance = kiter.SelfGroundRangePx() + extraDistance;
            var       fleeToX        = Round(retreatVector.X * wantedDistance + target.Position.X);
            var       fleeToY        = Round(retreatVector.Y * wantedDistance + target.Position.Y);
            var       fleeTo         = new Position(fleeToX, fleeToY);

            MyUnits.SetActivity(kiter, nameof(RangedKite));
            kiter.Move(fleeTo, false);
        }
Example #8
0
 public override void Execute()
 {
     if (!EnemiesInBase.Any())
     {
         return;
     }
     OwnFighters.Where(u => u.IsIdle)
     .ForEach(u =>
     {
         MyUnits.SetActivity(u, nameof(AttackEnemiesInBase));
         u.Attack(EnemiesInBase.First().Position, false);
     });
 }
Example #9
0
        public override void Execute()
        {
            var triggeringUnits = MyCombatUnits.Where(u => u.IsIdle).Where(IsOutsideOfBase).ToList();

            if (!triggeringUnits.Any())
            {
                return;
            }

            var visibleEnemyUnits = Game.Enemy.Units
                                    .Where(eu => eu.UnitType.Type != UnitType.Unknown)
                                    .Where(eu => !eu.IsCloaked)
                                    .ToList();

            if (visibleEnemyUnits.Any())
            {
                triggeringUnits.ForEach(u =>
                {
                    MyUnits.SetActivity(u, nameof(IdleFightersAttackClosestEnemy) + "Unit");
                    u.Attack(visibleEnemyUnits.ClosestTo(u).Position, false);
                });
                return;
            }

            if (!GameMemory.EnemyBuildings.Any())
            {
                triggeringUnits.ForEach(u =>
                {
                    MyUnits.SetActivity(u, nameof(IdleFightersAttackClosestEnemy) + "Searching");
                    u.Attack(RandomResourceSitePosition, false);
                });
                return;
            }

            triggeringUnits.ForEach(u =>
            {
                var closestEnemyBuilding = GameMemory.EnemyBuildings.MinBy(b => u.Position.CalcApproximateDistance(b));
                MyUnits.SetActivity(u, nameof(IdleFightersAttackClosestEnemy) + "Building");
                u.Attack(closestEnemyBuilding, false);
            });
        }
Example #10
0
        public override void Execute()
        {
            OwnWorkers.Where(u => u.IsUnderAttack).ForEach(worker =>
            {
                var closeUnits      = worker.UnitsInRadius(64);
                var closeEnemyUnits = closeUnits.Where(Game.Enemy.Units.Contains).ToList();
                if (!closeEnemyUnits.Any())
                {
                    return;
                }
                var closeAlliedUnits = closeUnits.Where(Game.Self.Units.Contains)
                                       .Where(w => w.IsGatheringMinerals || w.IsGatheringGas).Where(w => !ShouldFlee(w));
                closeAlliedUnits.ForEach(u =>
                {
                    MyUnits.SetActivity(u, nameof(WorkersAttackClosestEnemy));
                    u.Attack(closeEnemyUnits.First(), false);
                });

                if (ShouldFlee(worker))
                {
                    GatherBaseMineralFarFromAttacker(worker, closeEnemyUnits.First());
                }
            });
        }
 private static bool MoveDroneToExpandLocation(Unit drone, Position expandLocation)
 {
     MyUnits.SetActivity(drone, "MoveDroneToExpansion");
     return(drone.Move(expandLocation, false));
 }