/// <summary> /// Notify listeners of dead units and remove from the index. /// </summary> /// <param name="event">Event from the newest ResponseObservation</param> private void DeadUnits(Event @event) { if (@event == null) { return; } foreach (var id in @event.DeadUnits) { if (UnitsSelf.TryGetValue(id, out var deadUnit)) { UnitsSelf.Remove(id); Handler.Handle(Case.UnitDestroyed, deadUnit); } else if (StructuresSelf.TryGetValue(id, out deadUnit)) { StructuresSelf.Remove(id); Handler.Handle(Case.StructureDestroyed, deadUnit); } else if (WorkersSelf.TryGetValue(id, out deadUnit)) { WorkersSelf.Remove(id); Handler.Handle(Case.WorkerDestroyed, deadUnit); } else if (UnitsEnemy.TryGetValue(id, out deadUnit)) { UnitsEnemy.Remove(id); Handler.Handle(Case.UnitAddedEnemy, deadUnit); } else if (StructureEnemy.TryGetValue(id, out deadUnit)) { StructureEnemy.Remove(id); Handler.Handle(Case.StructureAddedEnemy, deadUnit); } else if (WorkersEnemy.TryGetValue(id, out deadUnit)) { WorkersEnemy.Remove(id); Handler.Handle(Case.WorkerAddedEnemy, deadUnit); } else if (MineralFields.TryGetValue(id, out deadUnit)) { MineralFields.Remove(id); foreach (var c in Colonies) { if (c.Minerals.Remove(deadUnit)) { break; } } Handler.Handle(Case.MineralDepleted, deadUnit); } } }
private void GenerateColonies(StartRaw startRaw) { Colonies = MapAnalyser.GetColonies(MineralFields.Values.Cast <IUnit>().ToList(), VespeneGeysers.Values.Cast <IUnit>().ToList(), startRaw.StartLocations); // Find Primary Colony var mainBase = StructuresSelf.First(); var primary = (IntelColony)mainBase.Value.Pos.ConvertTo2D().GetClosest(Colonies); primary.Workers = WorkersSelf.Select(kvp => (IUnit)kvp.Value).ToList(); primary.Structures = new List <IUnit> { mainBase.Value }; PrimaryColony = primary; }
public bool TryGet(ulong tag, out IUnit unit) { if (UnitsSelf.TryGetValue(tag, out var u)) { unit = u; return(true); } if (StructuresSelf.TryGetValue(tag, out var building)) { unit = building; return(true); } if (WorkersSelf.TryGetValue(tag, out var worker)) { unit = worker; return(true); } if (StructureEnemy.TryGetValue(tag, out var buildingE)) { unit = buildingE; return(true); } if (UnitsEnemy.TryGetValue(tag, out var uE)) { unit = uE; return(true); } if (WorkersEnemy.TryGetValue(tag, out var workerE)) { unit = workerE; return(true); } if (Destructibles.TryGetValue(tag, out var destructible)) { unit = destructible; return(true); } if (MineralFields.TryGetValue(tag, out var mineral)) { unit = mineral; return(true); } if (VespeneGeysers.TryGetValue(tag, out var vespene)) { unit = vespene; return(true); } unit = null; return(false); }
/// <summary> /// Clear all stored data. /// </summary> private void Clear() { StructuresSelf.Clear(); WorkersSelf.Clear(); UnitsSelf.Clear(); StructureEnemy.Clear(); WorkersEnemy.Clear(); UnitsEnemy.Clear(); Colonies.Clear(); PrimaryColony = null; UpgradesSelf.Clear(); MineralFields.Clear(); VespeneGeysers.Clear(); Destructibles.Clear(); XelNagaTowers.Clear(); Handler = new CaseHandler <Case, IUnit>(); }
/// <summary> /// Notify listeners and add/update stored allied units. /// </summary> /// <param name="unit">Unit where Alliance == Self</param> private void AddUnitSelf(Unit unit) { if (GameConstants.IsWorker(unit.UnitType)) { if (WorkersSelf.ContainsKey(unit.Tag)) { WorkersSelf[unit.Tag].DataSource = unit; } else { var data = new IntelUnit(unit); WorkersSelf.Add(unit.Tag, data); Handler.Handle(Case.WorkerAddedSelf, data); } } else if (IsBuilding(unit.UnitType)) { if (StructuresSelf.ContainsKey(unit.Tag)) { StructuresSelf[unit.Tag].DataSource = unit; } else { var data = new IntelUnit(unit); StructuresSelf.Add(unit.Tag, data); Handler.Handle(Case.StructureAddedSelf, data); } } else // must be unit { if (UnitsSelf.ContainsKey(unit.Tag)) { UnitsSelf[unit.Tag].DataSource = unit; } else { var data = new IntelUnit(unit); UnitsSelf.Add(unit.Tag, data); Handler.Handle(Case.UnitAddedSelf, data); } } }
public bool TryGetWorkerSelf(ulong tag, out IUnit unit) { var res = WorkersSelf.TryGetValue(tag, out var data); unit = data; return(res); }