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 }); }
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); }
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 }); }
float DistanceSquared(UnitCalculation unit1, UnitCalculation unit2) { if (unit1 == null || unit2 == null) { return(0); } return(Vector2.DistanceSquared(unit1.Position, unit2.Position)); }
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); }
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); }
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 }); }
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); }
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 }
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); }
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); }
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); }
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; }
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); }
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); }
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); }
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); }
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); }
protected override bool GetHighGroundVision(UnitCommander commander, Point2D target, Point2D defensivePoint, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action) { action = null; return(false); }
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); }
// 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); }
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); }
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); }
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; }
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); }
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); }
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); }
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); }
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); }