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Squad.cpp
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Squad.cpp
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#include "Squad.h"
#include "YoAgent.h"
#include "Util.h"
Squad::Squad(YoAgent & bot)
: m_bot(bot)
, m_lastRetreatSwitch(0)
, m_lastRetreatSwitchVal(false)
, m_priority(0)
, m_name("Default")
, m_meleeManager(bot)
, m_rangedManager(bot)
{
}
Squad::Squad(const std::string & name, const SquadOrder & order, size_t priority, YoAgent & bot)
: m_bot(bot)
, m_name(name)
, m_order(order)
, m_lastRetreatSwitch(0)
, m_lastRetreatSwitchVal(false)
, m_priority(priority)
, m_meleeManager(bot)
, m_rangedManager(bot)
{
}
void Squad::onFrame()
{
// update all necessary unit information within this squad
updateUnits();
// determine whether or not we should regroup
bool needToRegroup = needsToRegroup(); //should probably be if enemy mineral+gas armyCost is >2 times ours within a certain radius
// if we do need to regroup, do it
if (needToRegroup)
{
sc2::Point2D regroupPosition = calcRegroupPosition();
m_bot.m_map.drawSphere(regroupPosition, 3, sc2::Colors::Purple);
m_meleeManager.regroup(regroupPosition);
m_rangedManager.regroup(regroupPosition);
}
else // otherwise, execute micro
{
m_meleeManager.execute(m_order);
m_rangedManager.execute(m_order);
//_detectorManager.setUnitClosestToEnemy(unitClosestToEnemy());
//_detectorManager.execute(_order);
}
}
bool Squad::isEmpty() const
{
return m_units.empty();
}
size_t Squad::getPriority() const
{
return m_priority;
}
void Squad::setPriority(const size_t & priority)
{
m_priority = priority;
}
void Squad::updateUnits()
{
setAllUnits();
setNearEnemyUnits();
addUnitsToMicroManagers();
}
void Squad::setAllUnits()
{
// clean up the _units vector just in case one of them died
std::set<const sc2::Unit *> goodUnits;
for (auto unit : m_units)
{
if (!unit) { continue; }
if (unit->build_progress < 1.0f) { continue; }
if (unit->health <= 0) { continue; }
goodUnits.insert(unit);
}
m_units = goodUnits;
}
void Squad::setNearEnemyUnits()
{
m_nearEnemy.clear();
for (auto unit : m_units)
{
m_nearEnemy[unit] = isUnitNearEnemy(unit);
//sc2::Color color = m_nearEnemy[unit] ? m_bot.Config().ColorUnitNearEnemy : m_bot.Config().ColorUnitNotNearEnemy;
//m_bot.Map().drawSphereAroundUnit(unitTag, color);
}
}
void Squad::addUnitsToMicroManagers()
{
std::vector<const sc2::Unit *> meleeUnits;
std::vector<const sc2::Unit *> rangedUnits;
std::vector<const sc2::Unit *> detectorUnits;
std::vector<const sc2::Unit *> transportUnits;
std::vector<const sc2::Unit *> tankUnits;
// add _units to micro managers
for (auto unit : m_units)
{
//BOT_ASSERT(unit, "null unit in addUnitsToMicroManagers()");
if (unit->unit_type == sc2::UNIT_TYPEID::TERRAN_SIEGETANK || unit->unit_type == sc2::UNIT_TYPEID::TERRAN_SIEGETANKSIEGED)
{
tankUnits.push_back(unit);
}
// TODO: detectors //m_bot.Observation()->GetUnitTypeData()[kv.first]
else if (Util::IsDetector(unit) && !Util::IsBuilding(unit->unit_type))
{
detectorUnits.push_back(unit);
}
// select ranged _units
else if (Util::GetAttackRange(unit->unit_type, m_bot) >= 1.5f)
{
rangedUnits.push_back(unit);
}
// select melee _units
else if (Util::GetAttackRange(unit->unit_type, m_bot) < 1.5f)
{
meleeUnits.push_back(unit);
}
}
m_meleeManager.setUnits(meleeUnits);
m_rangedManager.setUnits(rangedUnits);
//m_detectorManager.setUnits(detectorUnits);
//m_tankManager.setUnits(tankUnits);
}
// TODO: calculates whether or not to regroup
bool Squad::needsToRegroup() const
{
return false;
}
void Squad::setSquadOrder(const SquadOrder & so)
{
m_order = so;
}
bool Squad::containsUnit(const sc2::Unit * unit) const
{
return std::find(m_units.begin(), m_units.end(), unit) != m_units.end();
}
void Squad::clear()
{
for (auto unit : getUnits())
{
//BOT_ASSERT(unit, "null unit in squad clear");
//if (Util::IsWorker(unit)) m_bot.Workers().finishedWithWorker(unit);} //won't use this with workers right away
}
m_units.clear();
}
bool Squad::isUnitNearEnemy(const sc2::Unit * unit) const
{
//BOT_ASSERT(unit, "null unit in squad");
for (auto & u : m_bot.Observation()->GetUnits())
{
if ((Util::GetPlayer(u) == Players::Enemy) && (Util::Dist(unit->pos, u->pos) < 20))
{
return true;
}
}
return false;
}
sc2::Point2D Squad::calcCenter() const
{
if (m_units.empty())
{
return sc2::Point2D(0.0f, 0.0f);
}
sc2::Point2D sum(0, 0);
for (auto unit : m_units)
{
//BOT_ASSERT(unit, "null unit in squad calcCenter");
sum += unit->pos;
}
return sc2::Point2D(sum.x / m_units.size(), sum.y / m_units.size());
}
sc2::Point2D Squad::calcRegroupPosition() const
{
sc2::Point2D regroup(0.0f, 0.0f);
float minDist = std::numeric_limits<float>::max();
for (auto unit : m_units)
{
if (!m_nearEnemy.at(unit))
{
float dist = Util::Dist(m_order.getPosition(), unit->pos);
if (dist < minDist)
{
minDist = dist;
regroup = unit->pos;
}
}
}
if (regroup.x == 0.0f && regroup.y == 0.0f)
{
return m_bot.Observation()->GetStartLocation();
}
else
{
return regroup;
}
}
const sc2::Unit * Squad::unitClosestToEnemy() const
{
const sc2::Unit * closest = nullptr;
float closestDist = std::numeric_limits<float>::max();
for (auto unit : m_units)
{
//BOT_ASSERT(unit, "null unit");
// the distance to the order position
int dist = m_bot.m_map.getGroundDistance(unit->pos, m_order.getPosition());
if (dist != -1 && (!closest || dist < closestDist))
{
closest = unit;
closestDist = (float)dist;
}
}
return closest;
}
int Squad::squadUnitsNear(const sc2::Point2D & p) const
{
int numUnits = 0;
for (auto unit : m_units)
{
//BOT_ASSERT(unit, "null unit");
if (Util::Dist(unit->pos, p) < 20.0f)
{
numUnits++;
}
}
return numUnits;
}
const std::set<const sc2::Unit *> & Squad::getUnits() const
{
return m_units;
}
const SquadOrder & Squad::getSquadOrder() const
{
return m_order;
}
void Squad::addUnit(const sc2::Unit * unit)
{
m_units.insert(unit);
}
void Squad::removeUnit(const sc2::Unit * unit)
{
m_units.erase(unit);
}
const std::string & Squad::getName() const
{
return m_name;
}