示例#1
0
        bool Revelation(UnitCommander commander, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (commander.UnitCalculation.Unit.Energy < 25 || !commander.AbilityOffCooldown(Abilities.EFFECT_ORACLEREVELATION, frame, SharkyOptions.FramesPerSecond, SharkyUnitData) || commander.UnitCalculation.Unit.BuffIds.Contains((uint)Buffs.ORACLEWEAPON))
            {
                return(false);
            }

            var cloackedPosition = CloakedInvader(commander);

            if (cloackedPosition != null)
            {
                action = commander.Order(frame, Abilities.EFFECT_ORACLEREVELATION, cloackedPosition);
                return(true);
            }

            if (commander.UnitCalculation.NearbyEnemies.Any(e => e.Unit.BuffIds.Contains((uint)Buffs.ORACLEREVELATION)))
            {
                return(false); // TODO: unless a unit is invisible
            }

            var revelationLocation = GetBestRevelationLocation(commander);

            if (revelationLocation != null)
            {
                action = commander.Order(frame, Abilities.EFFECT_ORACLEREVELATION, revelationLocation);
                return(true);
            }

            return(false);
        }
示例#2
0
        protected override bool OffensiveAbility(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (commander.AbilityOffCooldown(Abilities.EFFECT_VOIDRAYPRISMATICALIGNMENT, frame, SharkyOptions.FramesPerSecond, SharkyUnitData))
            {
                if (commander.UnitCalculation.Unit.Orders.Any(o => o.AbilityId == (uint)Abilities.ATTACK || o.AbilityId == (uint)Abilities.ATTACK_ATTACK))
                {
                    foreach (var tag in commander.UnitCalculation.Unit.Orders.Select(o => o.TargetUnitTag))
                    {
                        UnitCalculation unit;
                        if (ActiveUnitData.EnemyUnits.TryGetValue(tag, out unit))
                        {
                            if (unit.Attributes.Contains(Attribute.Armored))
                            {
                                if (commander.UnitCalculation.EnemiesInRange.Where(e => e.Attributes.Contains(Attribute.Armored)).Sum(e => e.Unit.Health) > 200)
                                {
                                    action = commander.Order(frame, Abilities.EFFECT_VOIDRAYPRISMATICALIGNMENT);
                                    return(true);
                                }
                            }
                        }
                    }
                }
            }

            return(false);
        }
示例#3
0
        protected override bool PreOffenseOrder(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (commander.AbilityOffCooldown(Abilities.EFFECT_ADEPTPHASESHIFT, frame, SharkyOptions.FramesPerSecond, SharkyUnitData))
            {
                action = commander.Order(frame, Abilities.EFFECT_ADEPTPHASESHIFT, target);
                return(true);
            }

            return(false);
        }
        bool TimeWarp(UnitCommander commander, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (commander.UnitCalculation.Unit.Orders.Any(o => o.AbilityId == (uint)Abilities.EFFECT_TIMEWARP))
            {
                return(true);
            }

            if (commander.UnitCalculation.Unit.Energy < 100 || !commander.AbilityOffCooldown(Abilities.EFFECT_TIMEWARP, frame, SharkyOptions.FramesPerSecond, SharkyUnitData))
            {
                return(false);
            }

            var point = GetTimeWarpLocation(commander);

            if (point == null)
            {
                return(false);
            }

            action = commander.Order(frame, Abilities.EFFECT_TIMEWARP, point);
            return(true);
        }
示例#5
0
        protected override bool AvoidDamage(UnitCommander commander, Point2D target, Point2D defensivePoint, int frame, out List <SC2APIProtocol.Action> action) // TODO: use unit speed to dynamically adjust AvoidDamageDistance
        {
            action = null;

            var blinkReady = SharkyUnitData.ResearchedUpgrades.Contains((uint)Upgrades.BLINKTECH) && commander.AbilityOffCooldown(Abilities.EFFECT_BLINK_STALKER, frame, SharkyOptions.FramesPerSecond, SharkyUnitData);

            if (blinkReady && commander.UnitCalculation.Unit.Shield < 10)
            {
                var attacks = new List <UnitCalculation>();

                foreach (var enemyAttack in commander.UnitCalculation.NearbyEnemies)
                {
                    if (DamageService.CanDamage(enemyAttack, commander.UnitCalculation) && InRange(commander.UnitCalculation.Position, enemyAttack.Position, UnitDataService.GetRange(enemyAttack.Unit) + commander.UnitCalculation.Unit.Radius + enemyAttack.Unit.Radius + AvoidDamageDistance))
                    {
                        attacks.Add(enemyAttack);
                    }
                }

                if (attacks.Count > 0)
                {
                    var attack = attacks.OrderBy(e => (e.Range * e.Range) - Vector2.DistanceSquared(commander.UnitCalculation.Position, e.Position)).FirstOrDefault();  // enemies that are closest to being outranged
                    var range  = UnitDataService.GetRange(attack.Unit);
                    if (attack.Range > range)
                    {
                        range = attack.Range;
                    }

                    var avoidPoint = GetGroundAvoidPoint(commander, commander.UnitCalculation.Unit.Pos, attack.Unit.Pos, target, defensivePoint, attack.Range + attack.Unit.Radius + commander.UnitCalculation.Unit.Radius + AvoidDamageDistance);
                    action = commander.Order(frame, Abilities.EFFECT_BLINK_STALKER, avoidPoint);
                    return(true);
                }

                if (MaintainRange(commander, frame, out action))
                {
                    return(true);
                }

                return(false);
            }

            return(base.AvoidDamage(commander, target, defensivePoint, frame, out action));
        }
示例#6
0
        protected override bool AvoidTargettedDamage(UnitCommander commander, Point2D target, Point2D defensivePoint, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            var blinkReady = SharkyUnitData.ResearchedUpgrades.Contains((uint)Upgrades.BLINKTECH) && commander.AbilityOffCooldown(Abilities.EFFECT_BLINK_STALKER, frame, SharkyOptions.FramesPerSecond, SharkyUnitData);

            if (blinkReady)
            {
                var attack = commander.UnitCalculation.Attackers.OrderBy(e => (e.Range * e.Range) - Vector2.DistanceSquared(commander.UnitCalculation.Position, e.Position)).FirstOrDefault();
                if (attack != null)
                {
                    var avoidPoint = GetGroundAvoidPoint(commander, commander.UnitCalculation.Unit.Pos, attack.Unit.Pos, target, defensivePoint, attack.Range + attack.Unit.Radius + commander.UnitCalculation.Unit.Radius + AvoidDamageDistance);
                    action = commander.Order(frame, Abilities.EFFECT_BLINK_STALKER, avoidPoint);
                    return(true);
                }
                return(false);
            }

            return(base.AvoidTargettedDamage(commander, target, defensivePoint, frame, out action));
        }
示例#7
0
        protected override bool AttackBestTargetInRange(UnitCommander commander, Point2D target, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;
            if (bestTarget != null)
            {
                if (commander.UnitCalculation.EnemiesInRange.Any(e => e.Unit.Tag == bestTarget.Unit.Tag) && bestTarget.Unit.DisplayType == DisplayType.Visible)
                {
                    action = commander.Order(frame, Abilities.ATTACK, null, bestTarget.Unit.Tag);
                    return(true);
                }

                var blinkReady = SharkyUnitData.ResearchedUpgrades.Contains((uint)Upgrades.BLINKTECH) && commander.AbilityOffCooldown(Abilities.EFFECT_BLINK_STALKER, frame, SharkyOptions.FramesPerSecond, SharkyUnitData);
                if (blinkReady)
                {
                    action = commander.Order(frame, Abilities.EFFECT_BLINK_STALKER, new Point2D {
                        X = bestTarget.Unit.Pos.X, Y = bestTarget.Unit.Pos.Y
                    });
                    return(true);
                }
            }

            return(false);
        }
示例#8
0
        protected override bool OffensiveAbility(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (!commander.AbilityOffCooldown(Abilities.EFFECT_PURIFICATIONNOVA, frame, SharkyOptions.FramesPerSecond, SharkyUnitData))
            {
                return(false);
            }

            if (commander.UnitCalculation.NearbyAllies.Any(a => a.Unit.UnitType == (uint)UnitTypes.PROTOSS_DISRUPTORPHASED && Vector2.DistanceSquared(a.Position, commander.UnitCalculation.Position) < PurificationNovaRange * PurificationNovaRange))
            {
                return(false);
            }

            if (lastPurificationFrame >= frame - 5)
            {
                return(false);
            }

            var attacks = new List <UnitCalculation>();
            var center  = commander.UnitCalculation.Position;

            foreach (var enemyAttack in commander.UnitCalculation.NearbyEnemies)
            {
                if (!enemyAttack.Unit.IsFlying && InRange(enemyAttack.Position, commander.UnitCalculation.Position, PurificationNovaRange + enemyAttack.Unit.Radius + commander.UnitCalculation.Unit.Radius)) // TODO: do actual pathing to see if the shot can make it there, if a wall is in the way it can't
                {
                    attacks.Add(enemyAttack);
                }
            }

            if (attacks.Count > 0)
            {
                var oneShotKills = attacks.OrderBy(a => GetPurificationNovaDamage(a.Unit, SharkyUnitData.UnitData[(UnitTypes)a.Unit.UnitType])).ThenByDescending(u => u.Dps);
                if (oneShotKills.Count() > 0)
                {
                    var bestAttack = GetBestAttack(commander.UnitCalculation, oneShotKills, attacks);
                    if (commander.UnitCalculation.TargetPriorityCalculation.TargetPriority == TargetPriority.WinAir)
                    {
                        var airAttackers = oneShotKills.Where(u => u.DamageAir);
                        if (airAttackers.Count() > 0)
                        {
                            var air = GetBestAttack(commander.UnitCalculation, airAttackers, attacks);
                            if (air != null)
                            {
                                bestAttack = air;
                            }
                        }
                    }
                    else if (commander.UnitCalculation.TargetPriorityCalculation.TargetPriority == TargetPriority.WinGround)
                    {
                        var groundAttackers = oneShotKills.Where(u => u.DamageGround);
                        if (groundAttackers.Count() > 0)
                        {
                            var ground = GetBestAttack(commander.UnitCalculation, groundAttackers, attacks);
                            if (ground != null)
                            {
                                bestAttack = ground;
                            }
                        }
                    }
                    else
                    {
                        if (oneShotKills.Count() > 0)
                        {
                            var any = GetBestAttack(commander.UnitCalculation, oneShotKills, attacks);
                            if (any != null)
                            {
                                bestAttack = any;
                            }
                        }
                    }

                    if (bestAttack != null)
                    {
                        action = commander.Order(frame, Abilities.EFFECT_PURIFICATIONNOVA, bestAttack);
                        lastPurificationFrame = frame;
                        return(true);
                    }
                }
            }

            return(false);
        }
示例#9
0
        protected override bool OffensiveAbility(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (commander.UnitCalculation.Unit.Orders.Any(o => o.AbilityId == (uint)Abilities.EFFECT_KD8CHARGE))
            {
                return(true);
            }

            if (commander.UnitCalculation.NearbyAllies.Any(a => a.Unit.UnitType == (uint)UnitTypes.TERRAN_KD8CHARGE))
            {
                return(false);
            }                                                                                                                            // don't spam them all at once

            if (bestTarget != null && bestTarget.Unit.Tag != commander.UnitCalculation.Unit.Tag && bestTarget.FrameLastSeen == frame && !bestTarget.Attributes.Contains(Attribute.Structure) && commander.AbilityOffCooldown(Abilities.EFFECT_KD8CHARGE, frame, SharkyOptions.FramesPerSecond, SharkyUnitData))
            {
                var distanceSqaured = Vector2.DistanceSquared(commander.UnitCalculation.Position, bestTarget.Position); // TODO: use unit velocity to predict where to place the charge and check if in range of that

                if (distanceSqaured <= 100)
                {
                    var enemyPosition = new Point2D {
                        X = bestTarget.Unit.Pos.X, Y = bestTarget.Unit.Pos.Y
                    };
                    if (bestTarget.Velocity > 0)
                    {
                        var futurePosition = bestTarget.Position + (bestTarget.AverageVector * (bestTarget.AverageVelocity * SharkyOptions.FramesPerSecond));
                        if (Vector2.DistanceSquared(commander.UnitCalculation.Position, futurePosition) < Kd8Charge * Kd8Charge)
                        {
                            var interceptionPoint = new Point2D {
                                X = futurePosition.X, Y = futurePosition.Y
                            };
                            action = commander.Order(frame, Abilities.EFFECT_KD8CHARGE, interceptionPoint);
                            return(true);
                        }
                    }
                    else if (distanceSqaured < Kd8Charge * Kd8Charge)
                    {
                        var point = new Point2D {
                            X = bestTarget.Position.X, Y = bestTarget.Position.Y
                        };
                        action = commander.Order(frame, Abilities.EFFECT_KD8CHARGE, point);
                        return(true);
                    }
                }
            }

            return(false);
        }
示例#10
0
        protected override bool OffensiveAbility(UnitCommander commander, Point2D target, Point2D defensivePoint, Point2D groupCenter, UnitCalculation bestTarget, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;

            if (bestTarget != null && SharkyUnitData.ResearchedUpgrades.Contains((uint)Upgrades.DARKTEMPLARBLINKUPGRADE) && commander.AbilityOffCooldown(Abilities.EFFECT_SHADOWSTRIDE, frame, SharkyOptions.FramesPerSecond, SharkyUnitData))
            {
                var distanceSqaured = Vector2.DistanceSquared(commander.UnitCalculation.Position, bestTarget.Position);

                if (distanceSqaured <= ShadowStrikeRange * ShadowStrikeRange && distanceSqaured > 9)
                {
                    var x          = bestTarget.Unit.Radius * Math.Cos(bestTarget.Unit.Facing);
                    var y          = bestTarget.Unit.Radius * Math.Sin(bestTarget.Unit.Facing);
                    var blinkPoint = new Point2D {
                        X = bestTarget.Unit.Pos.X + (float)x, Y = bestTarget.Unit.Pos.Y - (float)y
                    };

                    action = commander.Order(frame, Abilities.EFFECT_SHADOWSTRIDE, blinkPoint);
                    return(true);
                }
            }

            return(false);
        }
示例#11
0
        bool Storm(UnitCommander commander, int frame, out List <SC2APIProtocol.Action> action)
        {
            action = null;
            if (!commander.AbilityOffCooldown(Abilities.EFFECT_PSISTORM, frame, SharkyOptions.FramesPerSecond, SharkyUnitData))
            {
                return(true); // don't do anything until it storms
            }

            if (commander.UnitCalculation.Unit.Energy < 75 || !SharkyUnitData.ResearchedUpgrades.Contains((uint)Upgrades.PSISTORMTECH))
            {
                return(false);
            }

            if (lastStormFrame >= frame - 5)
            {
                return(false);
            }

            var enemies = commander.UnitCalculation.NearbyEnemies.Where(a => !a.Attributes.Contains(Attribute.Structure) && !a.Unit.BuffIds.Contains((uint)Buffs.PSISTORM)).OrderBy(u => u.Unit.Health);

            if (enemies.Count() > 2)
            {
                var bestAttack = GetBestAttack(commander.UnitCalculation, enemies);
                if (commander.UnitCalculation.TargetPriorityCalculation.TargetPriority == TargetPriority.WinAir)
                {
                    var airAttackers = enemies.Where(u => u.DamageAir);
                    if (airAttackers.Count() > 0)
                    {
                        var air = GetBestAttack(commander.UnitCalculation, airAttackers);
                        if (air != null)
                        {
                            bestAttack = air;
                        }
                    }
                }
                else if (commander.UnitCalculation.TargetPriorityCalculation.TargetPriority == TargetPriority.WinGround)
                {
                    var groundAttackers = enemies.Where(u => u.DamageGround);
                    if (groundAttackers.Count() > 0)
                    {
                        var ground = GetBestAttack(commander.UnitCalculation, groundAttackers);
                        if (ground != null)
                        {
                            bestAttack = ground;
                        }
                    }
                }
                else
                {
                    if (enemies.Count() > 0)
                    {
                        var any = GetBestAttack(commander.UnitCalculation, enemies);
                        if (any != null)
                        {
                            bestAttack = any;
                        }
                    }
                }

                if (bestAttack != null)
                {
                    action         = commander.Order(frame, Abilities.EFFECT_PSISTORM, bestAttack);
                    lastStormFrame = frame;
                    return(true);
                }
            }

            return(false);
        }