Esempio n. 1
0
        public void ExecuteBestActionForUnitAgent(List <UnitAgent> squad)
        {
            if (SCUnit.isVisible() && GoalUnitToAttack != null) //Always remember to check if the unit is visible, before Moving it.
            {
                SubGoalPosition = CalculateNewSubGoalPosition(squad, GoalUnitToAttack);

                if (SCUnit.getGroundWeaponCooldown() != 0)
                {
                    SCUnit.rightClick(SubGoalPosition);
                }
                else
                {
                    SCUnit.attack(SubGoalPosition);
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Calculate the potential of the specified field/position.
        /// </summary>
        /// <param name="squad"></param>
        /// <param name="enemy"></param>
        /// <param name="field"></param>
        /// <returns></returns>
        public double CalculatePotentialField(List <UnitAgent> squad, Unit enemy, Position field)
        {
            double pVal = 0;

            //DO NOT UPDATE WITH EVOLUTIONARY ALGORITHM
            const double forceNeutralUnitsRepulsion     = 200; // 0 - 1000 //REMEMBER TO SET TO A POSITIVE NUMBER.
            const double forceStepNeutralUnitsRepulsion = 1.2; // 0 - 10
            int          rangeNeutralUnitsRepulsion     = 8;   //0-512
            // ///////////////////////////////////////////

            double distance = enemy.getDistance(field);

            if (SCUnit.getGroundWeaponCooldown() == 0)                                                                                    //If the weapon is ready to fire, PFMaxShootingDistanceAttraction is activated
            {
                pVal += PFMaxShootingDistanceAttraction(distance, enemy, OptimizedProperties.ForceMSD, OptimizedProperties.ForceStepMSD); //, MSDDiffDivValue);
            }
            else if (SCMath.GetRange(SCUnit) > 1)                                                                                         //Else If Weapon is ready to fire and AttackRange is bigger than 1, FLEE/RETREAT until weapon is ready to fire again.
            {
                pVal += PFWeaponCoolDownRepulsion(field, distance, enemy, OptimizedProperties.ForceWeaponCoolDownRepulsion, OptimizedProperties.ForceStepWeaponCoolDownRepulsion, OptimizedProperties.RangeWeaponCooldownRepulsion);
            }

            //Squad attraction
            if (squad.Count > 2)
            {
                pVal += PFSquadAttraction(squad, field, OptimizedProperties.ForceSquadAttraction, OptimizedProperties.ForceStepSquadAttraction, OptimizedProperties.RangePercentageSquadAttraction);
            }

            //Center of the map attraction (NEGATES the MSD)
            pVal += PFMapCenterAttraction(field, OptimizedProperties.ForceMapCenterAttraction, OptimizedProperties.ForceStepMapCenterAttraction,
                                          OptimizedProperties.RangePecentageMapCenterAttraction);

            //Map edge repulsion (NEGATES the MSD)
            pVal += SCMath.CalculateMapEdgeRepulsion(field, OptimizedProperties.ForceMapEdgeRepulsion, OptimizedProperties.ForceStepMapEdgeRepulsion, OptimizedProperties.RangeMapEdgeRepulsion);

            //Own Unit Repulsion
            pVal += PFOwnUnitsRepulsion(squad, field, OptimizedProperties.ForceOwnUnitsRepulsion,
                                        OptimizedProperties.ForceStepOwnUnitsRepulsion, OptimizedProperties.RangeOwnUnitsRepulsion);

            //Enemy Unit Repulsion
            pVal += PFEnemyUnitsRepulsion(field, OptimizedProperties.ForceEnemyUnitsRepulsion,
                                          OptimizedProperties.ForceStepEnemyUnitsRepulsion);              //, rangeEnemyUnitsRepulsion);

            //Neutral Unit Repulsion
            pVal += PFNeutralUnitsRepulsion(field, forceNeutralUnitsRepulsion,
                                            forceStepNeutralUnitsRepulsion, rangeNeutralUnitsRepulsion);
            return(pVal);
        }