コード例 #1
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 public SetExtendedMotd(VBot bot, MotdModule motd) : base(bot, "extendedset", motd)
 {
 }
コード例 #2
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 public EmulateMotd(VBot bot, MotdModule motd) : base(bot, "Emulate", motd)
 {
 }
コード例 #3
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 public GetMotdSetter(VBot bot, MotdModule motd) : base(bot, "Setter", motd)
 {
 }
コード例 #4
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 public RemoveMotd(VBot bot, MotdModule motd) : base(bot, "Remove", motd)
 {
 }
コード例 #5
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ファイル: MapAnalyser.cs プロジェクト: vbergaaa/vBergaaaBot
        public void Analyse(VBot bot)
        {
            //
            // get the start location
            //
            foreach (Agent unit in Controller.GetAgents(Units.ResourceCenters))
            {
                StartLocation = new Base {
                    Location = unit.Unit.Pos
                }
            }
            ;

            //
            // get location of all the bases
            //

            // get location of each mineral field and vespene geyser
            List <MineralField> mineralFields = new List <MineralField>();

            foreach (Unit mf in Controller.GetUnits(Units.MineralFields))
            {
                mineralFields.Add(new MineralField {
                    Location = mf.Pos, UnitType = mf.UnitType
                });
            }
            List <VespeneGeyser> vespeneGeysers = new List <VespeneGeyser>();

            foreach (Unit vg in Controller.GetUnits(Units.GasGeysers))
            {
                vespeneGeysers.Add(new VespeneGeyser {
                    Location = vg.Pos, UnitType = vg.UnitType
                });
            }

            //group them into set of mineral fields
            List <MineralField>  checkedMineralFields  = new List <MineralField>();
            List <VespeneGeyser> checkedVespeneGeysers = new List <VespeneGeyser>();
            int currentSet = 0;

            foreach (MineralField mf in mineralFields)
            {
                if (checkedMineralFields.Contains(mf)) // checks if mf has been used and skips if true
                {
                    continue;
                }
                BaseLocations.Add(new Base());
                checkedMineralFields.Add(mf); // adds mf to checklist and current set
                BaseLocations[currentSet].MineralPatches.Add(mf);
                // gets rest of local mfs to add to set and check
                for (int i = 0; i < BaseLocations[currentSet].MineralPatches.Count; i++)
                {
                    MineralField mfLocal = BaseLocations[currentSet].MineralPatches[i];
                    foreach (MineralField mf2 in mineralFields)
                    {
                        if (checkedMineralFields.Contains(mf2)) // potiental source of error - mf2 =/= mf
                        {
                            continue;
                        }
                        if (GetDistance2D(mf2.Location, mfLocal.Location) > 5) // skip if not within 5
                        {
                            continue;
                        }
                        // we want to add this minefield to our mf set and checked list
                        BaseLocations[currentSet].MineralPatches.Add(mf2);
                        checkedMineralFields.Add(mf2);
                    }
                }
                currentSet++;
            }

            // add gas geysers
            foreach (Base baseLoc in BaseLocations)
            {
                foreach (VespeneGeyser vg in vespeneGeysers)
                {
                    if (checkedVespeneGeysers.Contains(vg))
                    {
                        continue;
                    }

                    foreach (MineralField mf in baseLoc.MineralPatches)
                    {
                        if (GetDistance2D(mf.Location, vg.Location) < 10)
                        {
                            checkedVespeneGeysers.Add(vg);
                            baseLoc.VespeneGeysers.Add(vg);
                            break;
                        }
                    }
                }
            }

            // get average position of each mineral cluster
            foreach (Base baseLocation in BaseLocations)
            {
                // find average location of cluster
                float x = 0;
                float y = 0;

                foreach (MineralField mf in baseLocation.MineralPatches)
                {
                    x += mf.Location.X;
                    y += mf.Location.Y;
                }
                foreach (VespeneGeyser vg in baseLocation.VespeneGeysers)
                {
                    x += vg.Location.X;
                    y += vg.Location.Y;
                }
                // average cluster location
                float avgX             = x / (baseLocation.MineralPatches.Count + baseLocation.VespeneGeysers.Count);
                float avgY             = y / (baseLocation.MineralPatches.Count + baseLocation.VespeneGeysers.Count);
                Point averageOfCluster = new Point {
                    X = avgX, Y = avgY
                };

                avgX = (int)avgX + 0.5f;
                avgY = (int)avgX + 0.5f;

                // check placement of surrounding tiles
                Point tempLoc     = null;
                float closestDist = 1000000;
                for (int i = 0; i < 20; i++)
                {
                    for (int j = 0; j <= i; j++)
                    {
                        float maxDist;
                        Point newPos;
                        newPos = new Point {
                            X = averageOfCluster.X + i - j, Y = averageOfCluster.Y + j
                        };
                        maxDist = checkPosition(newPos, baseLocation);
                        if (maxDist < closestDist)
                        {
                            tempLoc     = newPos;
                            closestDist = maxDist;
                        }

                        newPos = new Point {
                            X = averageOfCluster.X + i - j, Y = averageOfCluster.Y - j
                        };
                        maxDist = checkPosition(newPos, baseLocation);
                        if (maxDist < closestDist)
                        {
                            tempLoc     = newPos;
                            closestDist = maxDist;
                        }

                        newPos = new Point {
                            X = averageOfCluster.X - i + j, Y = averageOfCluster.Y + j
                        };
                        maxDist = checkPosition(newPos, baseLocation);
                        if (maxDist < closestDist)
                        {
                            tempLoc     = newPos;
                            closestDist = maxDist;
                        }

                        newPos = new Point {
                            X = averageOfCluster.X - i + j, Y = averageOfCluster.Y - j
                        };
                        maxDist = checkPosition(newPos, baseLocation);
                        if (maxDist < closestDist)
                        {
                            tempLoc     = newPos;
                            closestDist = maxDist;
                        }
                    }
                }

                // final tile placement should be tempLoc.. add it to base locatoins
                baseLocation.Location = tempLoc;
            }

            // order bases
            List <Base> orderedLocations = BaseLocations.OrderBy(b => GetDistance2D(b.Location, StartLocation.Location)).ToList();

            BaseLocations = orderedLocations;

            StartLocation.MineralPatches = BaseLocations[0].MineralPatches;
            StartLocation.VespeneGeysers = BaseLocations[0].VespeneGeysers;

            // get enemy locations
            foreach (Point2D startLocation in VBot.Bot.GameInfo.StartRaw.StartLocations)
            {
                if (GetDistance2D(StartLocation.Location, startLocation) < 10)
                {
                    continue;
                }
                EnemyStartLocations.Add(startLocation);
            }
            TargetAttackLocation = EnemyStartLocations[0];
            // generate distances from enemies main base
            DistancesToEnemy = GenerateDistances(EnemyStartLocations[0]);
        }
コード例 #6
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 public CurrentMotdTick(VBot bot, MotdModule motd) : base(bot, "Tick", motd)
 {
 }
コード例 #7
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 public MotdCommand(VBot bot, string command, MotdModule motd) : base(bot, "!" + motd.GetName() + command)
 {
     this.motd = motd;
 }
コード例 #8
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ファイル: GetMOTD.cs プロジェクト: monster860/TF2MChatBots
 public GetMOTD(VBot bot, MotdModule motd) : base(bot, "get", motd)
 {
 }
コード例 #9
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ファイル: Search.cs プロジェクト: monster860/TF2MChatBots
 public Search(VBot bot, SearchClassEntry SearchEntry) : base(bot, SearchEntry.Command)
 {
     this.SearchData = SearchEntry;
 }