Example #1
0
        /**********
        * UTILITIES
        **********/

        // Save resources for the passed unit type.
        private void SaveResourcesFor(uint unitType)
        {
            var rollToSaveFor       = random.Next(100);
            var showNotFoundMessage = false;

            // If there is no structure save to make one.
            if (Units.Structures.Contains(unitType) && controller.GetTotalCount(unitType, inConstruction: true) == 0 && controller.GetTotalCount(Units.DRONE) > DRONE_MIN_TO_AUTO_SAVE_RESOUCES)
            {
                rollToSaveFor       = 0;
                showNotFoundMessage = true;
            }

            if (rollToSaveFor <= CHANCE_TO_SAVE_RESOURCES && controller.CanConstruct(unitType, ignoreResourceSupply: true))
            {
                if (showNotFoundMessage)
                {
                    Logger.Info("Could not find a {0}, save resouces for it.", ControllerDefault.GetUnitName(unitType));
                }

                var mineralCost = 0;
                var vespeneCost = 0;
                controller.CanAfford(unitType, ref mineralCost, ref vespeneCost);

                SetSaveResouces(unitType, mineralCost, vespeneCost);
            }
        }
Example #2
0
        // Call the units smart ability.
        // I belive this is smart casting so units will check if other units are already doing the ability, but i am not sure.
        public void Smart(Unit unit)
        {
            var action = ControllerDefault.CreateRawUnitCommand(Abilities.SMART);

            action.ActionRaw.UnitCommand.TargetUnitTag = unit.tag;
            action.ActionRaw.UnitCommand.UnitTags.Add(tag);
            ControllerDefault.AddAction(action);
        }
Example #3
0
        // Move a unit to a location.
        public void Move(Vector3 target)
        {
            var action = ControllerDefault.CreateRawUnitCommand(Abilities.MOVE);

            action.ActionRaw.UnitCommand.TargetWorldSpacePos   = new Point2D();
            action.ActionRaw.UnitCommand.TargetWorldSpacePos.X = target.X;
            action.ActionRaw.UnitCommand.TargetWorldSpacePos.Y = target.Y;
            action.ActionRaw.UnitCommand.UnitTags.Add(tag);
            ControllerDefault.AddAction(action);
        }
Example #4
0
        // Set the camera on a unit.
        private void FocusCamera()
        {
            var action = new Action();

            action.ActionRaw            = new ActionRaw();
            action.ActionRaw.CameraMove = new ActionRawCameraMove();
            action.ActionRaw.CameraMove.CenterWorldSpace   = new Point();
            action.ActionRaw.CameraMove.CenterWorldSpace.X = position.X;
            action.ActionRaw.CameraMove.CenterWorldSpace.Y = position.Y;
            action.ActionRaw.CameraMove.CenterWorldSpace.Z = position.Z;
            ControllerDefault.AddAction(action);
        }
Example #5
0
        // Train a unit.
        public void Train(uint unitType, bool queue = false)
        {
            if (!queue && orders.Count > 0)
            {
                return;
            }

            var abilityID = Abilities.GetID(unitType);
            var action    = ControllerDefault.CreateRawUnitCommand(abilityID);

            action.ActionRaw.UnitCommand.UnitTags.Add(tag);
            ControllerDefault.AddAction(action);

            var targetName = ControllerDefault.GetUnitName(unitType);

            Logger.Info("Started training: {0}", targetName);
        }
Example #6
0
 // Set the resouces that need to be saved to for a unit type.
 // Not sending in any data to the method will reset it to not saving for a unit.
 private void SetSaveResouces(uint unitType = 0, int minerals = 0, int vespene = 0)
 {
     if (unitType != 0)
     {
         Logger.Info("Save resources for {0}:  minerals = {1}  vespene = {2}", ControllerDefault.GetUnitName(unitType), minerals, vespene);
     }
     saveForUnitType = unitType;
     saveForMinerals = minerals;
     saveForVespene  = vespene;
 }
Example #7
0
        public IEnumerable <Action> OnFrame()
        {
            controller.OpenFrame();

            if (controller.frame == 0)
            {
                Logger.Info("JCZergBot");
                Logger.Info("--------------------------------------");
                Logger.Info("Map: {0}", ZergController.gameInfo.MapName);
                Logger.Info("--------------------------------------");
            }

            /*
             * if (controller.frame == 1)
             * {
             *  foreach (var unit in Units.Zerg)
             *  {
             *      controller.CanAfford(unit);
             *  }
             * }
             */

            // Distribute workers optimally every 10 frames.
            if (controller.frame % 10 == 0)
            {
                controller.DistributeWorkers();
            }

            // Setup the game minute.
            if (controller.frame % (22 * 60) == 0)
            {
                gameMin++;
            }

            if (controller.minerals >= saveForMinerals && controller.vespene >= saveForVespene)
            {
                // Construct / Train saved for unit.
                if (saveForUnitType != 0)
                {
                    CreateSavedForUnit();
                }
            }
            else
            {
                // There are no workers to gather.
                var workers = controller.GetUnits(Units.Workers);
                if (workers.Count == 0)
                {
                    Logger.Info("No workers to gather resources to save for {0}.", ControllerDefault.GetUnitName(saveForUnitType));
                    SetSaveResouces();
                }

                // Make sure there is enough minerals to gather.
                if (saveForMinerals > 0)
                {
                    var mineralFields     = controller.GetUnits(Units.MineralFields, alliance: Alliance.Neutral, onlyVisible: true);
                    var totalMineralsLeft = 0;

                    //Logger.Info("Visible mineral fields = {0}", mineralFields.Count);

                    foreach (var mineralField in mineralFields)
                    {
                        totalMineralsLeft = totalMineralsLeft + mineralField.minerals;
                    }

                    if (totalMineralsLeft < saveForMinerals)
                    {
                        Logger.Info("Not enough minerals left: {0} left but need {1}", totalMineralsLeft, saveForMinerals);
                        SetSaveResouces();
                    }
                }

                // Make sure there is enough vespene to gather.
                // Note:  Need to add code to make sure vespene is being gathered.
                if (saveForVespene > 0)
                {
                    var gasBuildings     = controller.GetUnits(Units.GasGeysersStructures);
                    var totalVespeneLeft = 0;
                    foreach (var gasBuilding in gasBuildings)
                    {
                        totalVespeneLeft = totalVespeneLeft + gasBuilding.vespene;
                    }

                    if (totalVespeneLeft < saveForVespene)
                    {
                        Logger.Info("Not enough vespene left: {0} left but need {1}", totalVespeneLeft, saveForVespene);
                        SetSaveResouces();
                    }
                }
            }

            if (controller.frame > nextWaitFrame)
            {
                // This is for a bot that randomly dose all its actions.
                if (totalRandom)
                {
                    var randAction = random.Next(4);

                    switch (randAction)
                    {
                    case 0:
                        nextWaitFrame = nextWaitFrame + controller.SecsToFrames(WAIT_IN_SECONDS);
                        break;

                    case 1:
                        BuildBuildingsRandom();
                        break;

                    case 2:
                        BuildUnitsRandom();
                        break;

                    case 3:
                        UnitActionsRandom();
                        break;
                    }
                }
                else
                {
                    // Bot will try and do actions more intelligently.
                    var randAction = random.Next(100);
                    //Logger.Info("Random = {0}", randAction);

                    if (randAction < 10)
                    {
                        nextWaitFrame = nextWaitFrame + controller.SecsToFrames(WAIT_IN_SECONDS * random.Next(1, 10));
                    }
                    else if (randAction < 70)
                    {
                        BuildBuildings();
                    }
                    else if (randAction < 90)
                    {
                        BuildUnits();
                    }
                    else
                    {
                        UnitActions();
                    }
                }
            }

            return(controller.CloseFrame());
        }