예제 #1
0
파일: MorphStep.cs 프로젝트: slemvs/TyrSc2
        public StepResult Perform(BuildListState state)
        {
            if (!Condition.Invoke())
            {
                return(new NextItem());
            }

            if (UnitTypes.LookUp[UnitType].TechRequirement != 0 &&
                Tyr.Bot.UnitManager.Completed(UnitTypes.LookUp[UnitType].TechRequirement) == 0 &&
                UnitTypes.LookUp[UnitType].TechRequirement != UnitTypes.HATCHERY)
            {
                Tyr.Bot.DrawText("Skipping list. Morph tech for " + UnitTypes.LookUp[UnitType].Name + " not available: " + UnitTypes.LookUp[UnitType].TechRequirement);
                return(new NextList());
            }

            if (Build.FoodLeft() < UnitTypes.LookUp[UnitType].FoodRequired)
            {
                return(new NextItem());
            }

            state.AddDesired(UnitType, Number);

            if (state.Desired[UnitType] > Tyr.Bot.UnitManager.Count(UnitType))
            {
                if (!Morph(state, state.Desired[UnitType] - Tyr.Bot.UnitManager.Count(UnitType)))
                {
                    return(new WaitForResources());
                }
            }
            return(new NextItem());
        }
예제 #2
0
        public StepResult Perform(BuildListState state)
        {
            if (!Condition.Invoke())
            {
                return(new NextItem());
            }

            if (UnitTypes.LookUp[UnitType].TechRequirement != 0 &&
                Tyr.Bot.UnitManager.Completed(UnitTypes.LookUp[UnitType].TechRequirement) == 0 &&
                UnitTypes.LookUp[UnitType].TechRequirement != UnitTypes.HATCHERY)
            {
                Tyr.Bot.DrawText("Skipping list. Build tech for " + UnitTypes.LookUp[UnitType].Name + " not available: " + UnitTypes.LookUp[UnitType].TechRequirement);
                return(new NextList());
            }

            state.AddDesired(UnitType, Number);
            if (DesiredPos != null)
            {
                bool built = false;
                foreach (BuildRequest request in ConstructionTask.Task.BuildRequests)
                {
                    if (request.Type == UnitType && request.Exact == Exact && request.AroundLocation == DesiredPos)
                    {
                        built = true;
                        break;
                    }
                }
                foreach (BuildRequest request in ConstructionTask.Task.UnassignedRequests)
                {
                    if (request.Type == UnitType && request.Exact == Exact && request.AroundLocation == DesiredPos)
                    {
                        built = true;
                        break;
                    }
                }
                if (!built)
                {
                    foreach (Agent agent in Tyr.Bot.UnitManager.Agents.Values)
                    {
                        if (CheckTypeMatches(UnitType, agent.Unit.UnitType) && agent.Exact == Exact && agent.AroundLocation == DesiredPos)
                        {
                            built = true;
                            break;
                        }
                    }
                }
                if (!built)
                {
                    if (!Construct(state, 1))
                    {
                        return(new WaitForResources());
                    }
                }
            }

            if (DesiredBase == null && state.Desired[UnitType] > Tyr.Bot.UnitManager.Count(UnitType) &&
                !Exact)
            {
                if (!Construct(state, state.Desired[UnitType] - Tyr.Bot.UnitManager.Count(UnitType)))
                {
                    return(new WaitForResources());
                }
            }
            if (DesiredBase != null)
            {
                BuildingAtBase key = new BuildingAtBase(UnitType, DesiredBase);
                state.AddDesiredPerBase(key, Number);

                if (state.DesiredPerBase[key] > Build.Count(DesiredBase, UnitType) &&
                    !Exact)
                {
                    if (!Construct(state, state.DesiredPerBase[key] - Build.Count(DesiredBase, UnitType)))
                    {
                        return(new WaitForResources());
                    }
                }
            }

            return(new NextItem());
        }