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GameCommander.cpp
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GameCommander.cpp
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#include "GameCommander.h"
#include "YoAgent.h"
#include "Util.h"
GameCommander::GameCommander(YoAgent & bot)
: m_bot(bot)
//, m_productionManager(bot)
, m_scoutManager(bot)
, m_combatCommander(bot)
, m_initialScoutSet(false)
{
}
void GameCommander::onStart()
{
//m_productionManager.onStart();
m_scoutManager.onStart(); //this is empty
m_combatCommander.onStart(); //sets up dummy groups for Idle, Attack, ScoutDefense //should add ProxyDefense, ScoutDenial, ExpandDenial
drawDebugInterface();
}
void GameCommander::onFrame()
{
m_timer.start();
handleUnitAssignments(); //valid units, combat units, scout units
//m_productionManager.onFrame();
m_scoutManager.onFrame();
m_combatCommander.onFrame(m_combatUnits);
}
void GameCommander::drawDebugInterface()
{
drawGameInformation(4, 1);
}
void GameCommander::drawGameInformation(int x, int y)
{
/*std::stringstream ss;
ss << "Players: " << m_bot.Config().BotName << ":" << m_bot.Config().BotRace << " VS " << m_bot.Config().EnemyRace << ":" << m_bot.Config().EnemyDifficulty << "\n";
ss << "Strategy: " << m_bot.Config().StrategyName << "\n";
ss << "Map Name: " << m_bot.Config().MapName << "\n";
//ss << "Time: " << "\n"; //use Calendar Date+Time here??
std::cout << ss.str() << std::endl;
*/
}
// assigns units to various managers
void GameCommander::handleUnitAssignments()
{
m_validUnits.clear();
m_combatUnits.clear();
// filter our units for those which are valid and usable
setValidUnits();
// set each type of unit
setScoutUnits();
setCombatUnits();
}
bool GameCommander::isAssigned(const sc2::Unit * unit) const
{
return (std::find(m_combatUnits.begin(), m_combatUnits.end(), unit) != m_combatUnits.end())
|| (std::find(m_scoutUnits.begin(), m_scoutUnits.end(), unit) != m_scoutUnits.end());
}
// validates units as usable for distribution to various managers
void GameCommander::setValidUnits()
{
// make sure the unit is completed and alive and usable
for (auto & unit : m_bot.m_unitInfoManager.getUnits(Players::Self))
{
m_validUnits.push_back(unit);
}
}
void GameCommander::setScoutUnit(const sc2::Unit * unit)
{
if (unit == nullptr) return;
m_initialScoutSet = true;
m_scoutManager.setWorkerScout(unit);
assignUnit(unit, m_scoutUnits);
m_initialScoutSet = true;
}
void GameCommander::setScoutUnits()
{
// if we haven't set a scout unit, do it
if (m_scoutUnits.empty() && !m_initialScoutSet && true) //m_bot.Config().ScoutHarassEnemy) //only send a scout if ScoutHarrassEnemy is TRUE
{
// if it exists
if (shouldSendInitialScout()) //if we've built our first race-specific building already (or it is in-progress?)
{
// grab the closest worker to the supply provider to send to scout //<-- this gets closest to TownHall, not supply depot
const sc2::Unit * workerScout = m_bot.m_workerManager.getClosestMineralWorkerTo(m_bot.Observation()->GetStartLocation());
// if we find a worker (which we should) add it to the scout units
if (workerScout)
{
m_scoutManager.setWorkerScout(workerScout);
assignUnit(workerScout, m_scoutUnits);
m_initialScoutSet = true;
}
else {}
}
}
}
bool GameCommander::shouldSendInitialScout()
{
return true;
switch (m_bot.m_playerRace[Players::Self])
{
case sc2::Race::Terran: return m_bot.m_unitInfoManager.getUnitTypeCount(Players::Self, sc2::UNIT_TYPEID::TERRAN_SUPPLYDEPOT, true) > 0;
case sc2::Race::Protoss: return m_bot.m_unitInfoManager.getUnitTypeCount(Players::Self, sc2::UNIT_TYPEID::PROTOSS_PYLON, true) > 0;
case sc2::Race::Zerg: return m_bot.m_unitInfoManager.getUnitTypeCount(Players::Self, sc2::UNIT_TYPEID::ZERG_SPAWNINGPOOL, true) > 0;
default: return false;
}
}
// sets combat units to be passed to CombatCommander
void GameCommander::setCombatUnits()
{
for (auto & unit : m_validUnits)
{
//BOT_ASSERT(unit, "Have a null unit in our valid units\n");
if (!isAssigned(unit) && Util::IsCombatUnitType(unit->unit_type, m_bot))
{
assignUnit(unit, m_combatUnits);
}
}
}
void GameCommander::onUnitCreate(const sc2::Unit * unit)
{
}
void GameCommander::onUnitDestroy(const sc2::Unit * unit)
{
//_productionManager.onUnitDestroy(unit);
}
void GameCommander::assignUnit(const sc2::Unit * unit, std::vector<const sc2::Unit *> & units)
{
if (std::find(m_scoutUnits.begin(), m_scoutUnits.end(), unit) != m_scoutUnits.end())
{
m_scoutUnits.erase(std::remove(m_scoutUnits.begin(), m_scoutUnits.end(), unit), m_scoutUnits.end());
}
else if (std::find(m_combatUnits.begin(), m_combatUnits.end(), unit) != m_combatUnits.end())
{
m_combatUnits.erase(std::remove(m_combatUnits.begin(), m_combatUnits.end(), unit), m_combatUnits.end());
}
units.push_back(unit);
}