コード例 #1
0
        public List <Action> TakeAction(int frame)
        {
            if (!Enabled)
            {
                return(new List <Action>());
            }
            ;

            UpdateState();
            UpdateTarget();

            if (DistractionSquadState == DistractionSquadState.Regrouping)
            {
                // go to group up point and wait
                return(MicroController.Retreat(DistractionSquad, RegroupPoint, null, frame));
            }
            else if (DistractionSquadState == DistractionSquadState.Enroute)
            {
                // TODO: follow the path to the distraction target
                return(MicroController.Attack(DistractionSquad, DistractionTarget, RegroupPoint, null, frame));
            }
            else if (DistractionSquadState == DistractionSquadState.Distracting)
            {
                // attack stuff and distract, bait away from main army's target
                return(MicroController.Attack(DistractionSquad, DistractionTarget, RegroupPoint, null, frame));
            }

            return(new List <Action>());
        }
コード例 #2
0
        public override IEnumerable <SC2APIProtocol.Action> PerformActions(int frame)
        {
            var actions = new List <SC2APIProtocol.Action>();

            if (lastFrameTime > 5)
            {
                lastFrameTime = 0;
                return(actions);
            }
            var stopwatch = new Stopwatch();

            stopwatch.Start();

            var mainUnits = UnitCommanders.Where(c => MainAttackers.Contains((UnitTypes)c.UnitCalculation.Unit.UnitType));

            var otherUnits = UnitCommanders.Where(c => !MainAttackers.Contains((UnitTypes)c.UnitCalculation.Unit.UnitType));

            DistractionSquadService.UpdateDistractionSquad(otherUnits);

            DistractionSquadService.Enabled = UnitCommanders.Count() > 25;

            IEnumerable <UnitCommander> supportUnits;

            if (DistractionSquadService.DistractionSquadState == DistractionSquadState.NotDistracting)
            {
                supportUnits = otherUnits;
            }
            else
            {
                supportUnits = otherUnits.Where(c => !DistractionSquadService.DistractionSquad.Any(d => d.UnitCalculation.Unit.Tag == c.UnitCalculation.Unit.Tag));
            }

            var hiddenBase = TargetingData.HiddenEnemyBase;

            if (mainUnits.Count() > 0)
            {
                AttackData.ArmyPoint = TargetingService.GetArmyPoint(mainUnits);
            }
            else
            {
                AttackData.ArmyPoint = TargetingService.GetArmyPoint(supportUnits);
            }
            TargetingData.AttackPoint = TargetingService.UpdateAttackPoint(AttackData.ArmyPoint, TargetingData.AttackPoint);

            var attackingEnemies = ActiveUnitData.SelfUnits.Where(u => u.Value.UnitClassifications.Contains(UnitClassification.ResourceCenter) || u.Value.UnitClassifications.Contains(UnitClassification.ProductionStructure) || u.Value.UnitClassifications.Contains(UnitClassification.DefensiveStructure)).SelectMany(u => u.Value.NearbyEnemies).Distinct();

            if (attackingEnemies.Count() > 0)
            {
                var armyPoint             = new Vector2(AttackData.ArmyPoint.X, AttackData.ArmyPoint.Y);
                var distanceToAttackPoint = Vector2.DistanceSquared(armyPoint, new Vector2(TargetingData.AttackPoint.X, TargetingData.AttackPoint.Y));
                var closerEnemies         = attackingEnemies;
                if (AttackData.Attacking)
                {
                    closerEnemies = attackingEnemies.Where(e => Vector2.DistanceSquared(e.Position, armyPoint) < distanceToAttackPoint);
                }
                if (closerEnemies.Count() > 0)
                {
                    actions = ArmySplitter.SplitArmy(frame, closerEnemies, TargetingData.AttackPoint, mainUnits.Concat(supportUnits), false);
                    stopwatch.Stop();
                    lastFrameTime = stopwatch.ElapsedMilliseconds;
                    return(actions);
                }
            }

            if (!hiddenBase && TargetingData.HiddenEnemyBase)
            {
                ResetClaimedUnits();
                if (MicroTaskData.MicroTasks.ContainsKey("FindHiddenBaseTask"))
                {
                    MicroTaskData.MicroTasks["FindHiddenBaseTask"].Enable();
                }
            }
            else if (hiddenBase && !TargetingData.HiddenEnemyBase)
            {
                if (MicroTaskData.MicroTasks.ContainsKey("FindHiddenBaseTask"))
                {
                    MicroTaskData.MicroTasks["FindHiddenBaseTask"].Disable();
                }
            }

            actions.AddRange(DistractionSquadService.TakeAction(frame));

            if (mainUnits.Count() > 0)
            {
                if (AttackData.Attacking)
                {
                    actions.AddRange(MicroController.Attack(mainUnits, TargetingData.AttackPoint, TargetingData.ForwardDefensePoint, AttackData.ArmyPoint, frame));
                    actions.AddRange(MicroController.Support(supportUnits, mainUnits, TargetingData.AttackPoint, TargetingData.ForwardDefensePoint, AttackData.ArmyPoint, frame));
                }
                else
                {
                    var cleanupActions = EnemyCleanupService.CleanupEnemies(mainUnits.Concat(supportUnits), TargetingData.ForwardDefensePoint, AttackData.ArmyPoint, frame);
                    if (cleanupActions != null)
                    {
                        actions.AddRange(cleanupActions);
                    }
                    else
                    {
                        actions.AddRange(MicroController.Retreat(mainUnits, TargetingData.ForwardDefensePoint, null, frame));
                        actions.AddRange(MicroController.Retreat(supportUnits, TargetingData.ForwardDefensePoint, null, frame));
                    }
                }
            }
            else
            {
                if (AttackData.Attacking)
                {
                    actions.AddRange(MicroController.Attack(supportUnits, TargetingData.AttackPoint, TargetingData.ForwardDefensePoint, AttackData.ArmyPoint, frame));
                }
                else
                {
                    var cleanupActions = EnemyCleanupService.CleanupEnemies(supportUnits, TargetingData.ForwardDefensePoint, AttackData.ArmyPoint, frame);
                    if (cleanupActions != null)
                    {
                        actions.AddRange(cleanupActions);
                    }
                    else
                    {
                        actions.AddRange(MicroController.Retreat(supportUnits, TargetingData.ForwardDefensePoint, AttackData.ArmyPoint, frame));
                    }
                }
            }

            stopwatch.Stop();
            lastFrameTime = stopwatch.ElapsedMilliseconds;
            return(actions);
        }
コード例 #3
0
ファイル: AttackTask.cs プロジェクト: sharknice/Sharky
        public override IEnumerable <SC2APIProtocol.Action> PerformActions(int frame)
        {
            var actions = new List <SC2APIProtocol.Action>();

            if (lastFrameTime > 5)
            {
                lastFrameTime = 0;
                return(actions);
            }
            var stopwatch = new Stopwatch();

            stopwatch.Start();

            var hiddenBase = TargetingData.HiddenEnemyBase;

            AttackData.ArmyPoint      = TargetingService.GetArmyPoint(UnitCommanders);
            TargetingData.AttackPoint = TargetingService.UpdateAttackPoint(AttackData.ArmyPoint, TargetingData.AttackPoint);

            if (!AttackData.CustomAttackFunction)
            {
                if (AttackData.Attacking)
                {
                    if (MacroData.FoodUsed < AttackData.ArmyFoodRetreat)
                    {
                        AttackData.Attacking = false;
                    }
                }
                else
                {
                    AttackData.Attacking = MacroData.FoodArmy >= AttackData.ArmyFoodAttack || MacroData.FoodUsed > 190;
                }
            }

            var attackingEnemies = ActiveUnitData.SelfUnits.Where(u => u.Value.UnitClassifications.Contains(UnitClassification.ResourceCenter) || u.Value.UnitClassifications.Contains(UnitClassification.ProductionStructure)).SelectMany(u => u.Value.NearbyEnemies).Distinct();

            if (attackingEnemies.Count() > 0)
            {
                var armyPoint             = new Vector2(AttackData.ArmyPoint.X, AttackData.ArmyPoint.Y);
                var distanceToAttackPoint = Vector2.DistanceSquared(armyPoint, new Vector2(TargetingData.AttackPoint.X, TargetingData.AttackPoint.Y));
                var closerEnemies         = attackingEnemies.Where(e => Vector2.DistanceSquared(e.Position, armyPoint) < distanceToAttackPoint);
                if (!AttackData.Attacking)
                {
                    closerEnemies = attackingEnemies;
                }
                if (closerEnemies.Count() > 0)
                {
                    actions = ArmySplitter.SplitArmy(frame, closerEnemies, TargetingData.AttackPoint, UnitCommanders, false);
                    stopwatch.Stop();
                    lastFrameTime = stopwatch.ElapsedMilliseconds;
                    return(actions);
                }
            }

            if (!hiddenBase && TargetingData.HiddenEnemyBase)
            {
                ResetClaimedUnits();
                if (MicroTaskData.MicroTasks.ContainsKey("FindHiddenBaseTask"))
                {
                    MicroTaskData.MicroTasks["FindHiddenBaseTask"].Enable();
                }
            }
            else if (!TargetingData.HiddenEnemyBase)
            {
                if (MicroTaskData.MicroTasks.ContainsKey("FindHiddenBaseTask") && MicroTaskData.MicroTasks["FindHiddenBaseTask"].Enabled)
                {
                    MicroTaskData.MicroTasks["FindHiddenBaseTask"].Disable();
                }
            }

            if (AttackData.Attacking)
            {
                actions = MicroController.Attack(UnitCommanders, TargetingData.AttackPoint, TargetingData.ForwardDefensePoint, AttackData.ArmyPoint, frame);
                stopwatch.Stop();
                lastFrameTime = stopwatch.ElapsedMilliseconds;
                return(actions);
            }
            else
            {
                var cleanupActions = EnemyCleanupService.CleanupEnemies(UnitCommanders, TargetingData.ForwardDefensePoint, AttackData.ArmyPoint, frame);
                if (cleanupActions != null)
                {
                    actions = cleanupActions;
                }
                else
                {
                    actions = MicroController.Retreat(UnitCommanders, TargetingData.ForwardDefensePoint, AttackData.ArmyPoint, frame);
                }

                stopwatch.Stop();
                lastFrameTime = stopwatch.ElapsedMilliseconds;
                return(actions);
            }
        }
コード例 #4
0
        public override IEnumerable <SC2APIProtocol.Action> PerformActions(int frame)
        {
            SetLocations();

            var actions = new List <SC2APIProtocol.Action>();

            if (lastFrameTime > 5)
            {
                lastFrameTime = 0;
                return(actions);
            }
            var stopwatch = new Stopwatch();

            stopwatch.Start();

            CheckComplete();

            var warpPrisms         = UnitCommanders.Where(c => c.UnitCalculation.Unit.UnitType == (uint)UnitTypes.PROTOSS_WARPPRISM || c.UnitCalculation.Unit.UnitType == (uint)UnitTypes.PROTOSS_WARPPRISMPHASING);
            var attackers          = UnitCommanders.Where(c => c.UnitCalculation.Unit.UnitType != (uint)UnitTypes.PROTOSS_WARPPRISM && c.UnitCalculation.Unit.UnitType != (uint)UnitTypes.PROTOSS_WARPPRISMPHASING);
            var droppedAttackers   = attackers.Where(c => AreaService.InArea(c.UnitCalculation.Unit.Pos, DropArea));
            var unDroppedAttackers = attackers.Where(c => !AreaService.InArea(c.UnitCalculation.Unit.Pos, DropArea));

            if (warpPrisms.Count() > 0)
            {
                foreach (var commander in warpPrisms)
                {
                    var action = OrderWarpPrism(commander, droppedAttackers, unDroppedAttackers, frame);
                    if (action != null)
                    {
                        actions.AddRange(action);
                    }
                }

                // move into the loading position
                foreach (var commander in unDroppedAttackers)
                {
                    var action = commander.Order(frame, Abilities.ATTACK, LoadingLocation);
                    if (action != null)
                    {
                        actions.AddRange(action);
                    }
                }
                //actions.AddRange(MicroController.Retreat(unDroppedAttackers, LoadingLocation, null, frame));
            }
            else
            {
                if (droppedAttackers.Count() > 0)
                {
                    // don't wait for another warp prism, just attack
                    actions.AddRange(MicroController.Attack(unDroppedAttackers, TargetLocation, DefensiveLocation, null, frame));
                }
                else
                {
                    // wait for a warp prism
                    actions.AddRange(MicroController.Retreat(unDroppedAttackers, DefensiveLocation, null, frame));
                }
            }

            actions.AddRange(MicroController.Attack(droppedAttackers, TargetLocation, DefensiveLocation, null, frame));

            stopwatch.Stop();
            lastFrameTime = stopwatch.ElapsedMilliseconds;
            return(actions);
        }
コード例 #5
0
ファイル: ArmySplitter.cs プロジェクト: sharknice/Sharky
        public List <SC2APIProtocol.Action> SplitArmy(int frame, IEnumerable <UnitCalculation> closerEnemies, Point2D attackPoint, IEnumerable <UnitCommander> unitCommanders, bool defendToDeath)
        {
            var actions = new List <SC2APIProtocol.Action>();

            var winnableDefense = false;

            if (LastSplitFrame + 25 < frame)
            {
                ReSplitArmy(frame, closerEnemies, attackPoint, unitCommanders);
                LastSplitFrame = frame;
            }

            foreach (var split in ArmySplits)
            {
                if (split.SelfGroup.Count() > 0)
                {
                    var groupVectors = split.SelfGroup.Select(u => u.UnitCalculation.Position);
                    var groupPoint   = new Point2D {
                        X = groupVectors.Average(v => v.X), Y = groupVectors.Average(v => v.Y)
                    };
                    var defensePoint = new Point2D {
                        X = split.EnemyGroup.FirstOrDefault().Unit.Pos.X, Y = split.EnemyGroup.FirstOrDefault().Unit.Pos.Y
                    };
                    actions.AddRange(MicroController.Attack(split.SelfGroup, defensePoint, TargetingData.ForwardDefensePoint, groupPoint, frame));

                    winnableDefense = true;
                }
            }

            if (AvailableCommanders.Count() > 0)
            {
                var groupVectors = AvailableCommanders.Select(u => u.UnitCalculation.Position);
                var groupPoint   = new Point2D {
                    X = groupVectors.Average(v => v.X), Y = groupVectors.Average(v => v.Y)
                };
                if (AttackData.Attacking)
                {
                    actions.AddRange(MicroController.Attack(AvailableCommanders, attackPoint, TargetingData.ForwardDefensePoint, groupPoint, frame));
                }
                else
                {
                    if (winnableDefense || defendToDeath)
                    {
                        actions.AddRange(MicroController.Attack(AvailableCommanders, new Point2D {
                            X = closerEnemies.FirstOrDefault().Unit.Pos.X, Y = closerEnemies.FirstOrDefault().Unit.Pos.Y
                        }, TargetingData.ForwardDefensePoint, groupPoint, frame));
                    }
                    else
                    {
                        var defensiveVector = new Vector2(TargetingData.ForwardDefensePoint.X, TargetingData.ForwardDefensePoint.Y);
                        var shieldBattery   = ActiveUnitData.SelfUnits.Values.Where(u => u.Unit.UnitType == (uint)UnitTypes.PROTOSS_SHIELDBATTERY && u.Unit.IsPowered && u.Unit.BuildProgress == 1 && u.Unit.Energy > 5).OrderBy(u => Vector2.DistanceSquared(u.Position, defensiveVector)).FirstOrDefault();
                        if (shieldBattery != null)
                        {
                            actions.AddRange(MicroController.Retreat(AvailableCommanders, new Point2D {
                                X = shieldBattery.Position.X, Y = shieldBattery.Position.Y
                            }, groupPoint, frame));
                        }
                        else
                        {
                            actions.AddRange(MicroController.Retreat(AvailableCommanders, TargetingData.MainDefensePoint, groupPoint, frame));
                        }
                    }
                }
            }

            return(actions);
        }