remove unnecessary Release folder files, clean up Mmilitary.cpp more

This commit is contained in:
A 2023-04-11 21:21:27 -05:00
parent 8a261dcb0f
commit 71f26b01ee
39 changed files with 96 additions and 133 deletions

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@ -1,20 +0,0 @@
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\korabottest.pch
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\vc142.pdb
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\pch.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\utiltest.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\squadtest.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\scoutingtest.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\queueentrytest.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\playerassessmenttest.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\miningtest.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\militarytest.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\macrotest.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\cunittest.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\checkitemtest.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\cbasetest.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\buildingplacementtest.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\analysistest.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\gtest_main.obj
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\korabottest.tlog\cl.command.1.tlog
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\korabottest.tlog\cl.read.1.tlog
d:\_programs\starcraft-old\bwapi-4_4\kora-bot\korabottest\release\korabottest.tlog\cl.write.1.tlog

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@ -1,18 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project>
<ProjectOutputs>
<ProjectOutput>
<FullPath>D:\_programs\Starcraft-old\BWAPI-4_4\kora-bot\Release\KoraBotTest.exe</FullPath>
</ProjectOutput>
</ProjectOutputs>
<ContentFiles />
<SatelliteDlls />
<NonRecipeFileRefs>
<NonRecipeFileRef>
<FullPath>D:\_programs\Starcraft-old\BWAPI-4_4\BWAPILIB\BWAPILIB.vcxproj</FullPath>
</NonRecipeFileRef>
<NonRecipeFileRef>
<FullPath>D:\_programs\Starcraft-old\BWAPI-4_4\kora-bot\KoraBot.vcxproj</FullPath>
</NonRecipeFileRef>
</NonRecipeFileRefs>
</Project>

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@ -1,7 +0,0 @@
 Analysis.obj : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance
Creating library D:\_programs\Starcraft-old\BWAPI-4_4\kora-bot\Release\KoraBotTest.lib and object D:\_programs\Starcraft-old\BWAPI-4_4\kora-bot\Release\KoraBotTest.exp
BuildingPlacement.obj : error LNK2001: unresolved external symbol "public: static class BWEM::Map & __cdecl BWEM::Map::Instance(void)" (?Instance@Map@BWEM@@SAAAV12@XZ)
MacroTest.obj : error LNK2001: unresolved external symbol "public: static class BWEM::Map & __cdecl BWEM::Map::Instance(void)" (?Instance@Map@BWEM@@SAAAV12@XZ)
examples.obj : error LNK2001: unresolved external symbol "bool __cdecl BWEM::utils::seaSide(class BWAPI::Point<int,8>,class BWEM::Map const *)" (?seaSide@utils@BWEM@@YA_NV?$Point@H$07@BWAPI@@PBVMap@2@@Z)
Util.obj : error LNK2001: unresolved external symbol "public: static class BWAPI::Point<int,32> __cdecl Util::getAreaAverage(class BWEM::Area const *)" (?getAreaAverage@Util@@SA?AV?$Point@H$0CA@@BWAPI@@PBVArea@BWEM@@@Z)
D:\_programs\Starcraft-old\BWAPI-4_4\kora-bot\Release\KoraBotTest.exe : fatal error LNK1120: 3 unresolved externals

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@ -1,2 +0,0 @@
PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=8.1:
Release|Win32|D:\_programs\Starcraft-old\BWAPI-4_4\kora-bot\|

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@ -271,7 +271,7 @@ void CBase::setDefenseLocation()
bool foundNeighbor = neighbor.second;
if (foundNeighbor)
{
TilePosition average = Military::getChokepointCenter(area, neighborArea);
TilePosition average = CMap::getChokepointCenter(area, neighborArea);
// this caused an out-of-range exception in scouting.cpp:
// std::vector<double> direction = BuildingPlacement::getDirection(Macro::players.at(Macro::selfID).bases.at(1).tilePosition);

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@ -17,6 +17,20 @@ TilePosition CMap::getAreaAverage(const BWEM::Area area)
return TilePosition(xAverage, yAverage);
}
TilePosition CMap::getChokepointCenter(const BWEM::Area* area, const BWEM::Area* neighborArea)
{
TilePosition average = TilePosition(0, 0);
for (auto a : area->ChokePointsByArea())
{
if (a.first->Id() == neighborArea->Id())
{
average = TilePosition(a.second->front().Center());
break;
}
}
return average;
}
// gets a walking path from one Area to another
// this is just the a* pathfinding algorithm
std::vector<const BWEM::Area*> CMap::getPath(const BWEM::Area* a1, const BWEM::Area* a2)

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@ -15,6 +15,7 @@ class CMap
public:
static TilePosition getAreaAverage(const BWEM::Area* area);
static TilePosition getAreaAverage(const BWEM::Area area);
static TilePosition getChokepointCenter(const BWEM::Area* area, const BWEM::Area* neighborArea);
static std::vector<const BWEM::Area*> getPath(const BWEM::Area* a1, const BWEM::Area* a2);
static std::vector<const BWEM::Area*> reconstructPath(std::map<const BWEM::Area*, const BWEM::Area*> cameFrom, const BWEM::Area* current);
};

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@ -18,7 +18,54 @@ void Military::addSquadlessUnits(int squadIndex)
}
}
//TODO clean this up
// attacks the enemy with everything except one squad for defense
void Military::attackMaxed()
{
int squadIndex = getAttackSquadsIndex();
addSquadlessUnits(squadIndex);
Position attackLocation = Position(getAttackLocation().first);
for (size_t i = 0; i < Macro::squads.size(); i++)
{
if (Macro::squads.at(i).action == "attack")
{
for (auto u : Macro::squads.at(i).units)
{
u.unit->attack(attackLocation);
if (u.unit->getType() == UnitTypes::Zerg_Overlord)
{
u.unit->move(attackLocation);
}
}
}
}
}
// attacks the enemy with one squad
void Military::attackNonMaxed()
{
// things to consider:
// how strong the most vulnerable enemy base is
// how strong the attack squads are
std::pair<TilePosition, int> baseToAttack = getAttackLocation();
int damagePadding = 120;
int squadIndex = getIdleSquad();
// find which squad to send to attack
if (squadIndex > -1)
{
addSquadlessUnits(squadIndex);
Macro::squads.at(squadIndex).updateDamage();
if (Macro::squads.at(squadIndex).groundDamage > baseToAttack.second + damagePadding)
{
Macro::squads.at(squadIndex).attack(baseToAttack);
}
}
}
// determine whether to attack
void Military::checkAttack()
{
// things to consider:
@ -27,70 +74,9 @@ void Military::checkAttack()
// if the enemy is at a disadvantage (do some damage and/or go for the win)
if (Broodwar->self()->supplyUsed() > 380)
{
// get every squad except one for defense and go attack somewhere
int skippedSquads = 0;
int squadIndex = -1;
for (size_t i = 0; i < Macro::squads.size(); i++)
{
if (Macro::squads.at(i).action == "defend" && skippedSquads == 0)
{
skippedSquads++;
}
else
{
Macro::squads.at(i).action = "attack";
squadIndex = i;
}
}
if (squadIndex == -1)
{
Macro::squads.push_back(Squad());
squadIndex = Macro::squads.size() - 1;
}
addSquadlessUnits(squadIndex);
Position attackLocation = Position(getAttackLocation().first);
for (size_t i = 0; i < Macro::squads.size(); i++)
{
if (Macro::squads.at(i).action == "attack")
{
for (auto u : Macro::squads.at(i).units)
{
u.unit->attack(attackLocation);
if (u.unit->getType() == UnitTypes::Zerg_Overlord)
{
u.unit->move(attackLocation);
}
}
}
}
}
else if(shouldAttackNonMaxed())
{
// things to consider:
// how strong the most vulnerable enemy base is
// how strong the attack squads are
std::pair<TilePosition, int> baseToAttack = getAttackLocation();
int damagePadding = 120;
int squadIndex = getIdleSquad();
// find which squad to send to attack
if (squadIndex > -1)
{
addSquadlessUnits(squadIndex);
Macro::squads.at(squadIndex).updateDamage();
if (Macro::squads.at(squadIndex).groundDamage > baseToAttack.second + damagePadding)
{
Macro::squads.at(squadIndex).attack(baseToAttack);
}
}
}
attackMaxed();
else if (shouldAttackNonMaxed())
attackNonMaxed();
}
// determine where is being attacked and send units to defend
@ -244,6 +230,32 @@ std::pair<TilePosition, int> Military::getAttackLocation()
return returnPair;
}
int Military::getAttackSquadsIndex()
{
int skippedSquads = 0;
int squadIndex = -1;
for (size_t i = 0; i < Macro::squads.size(); i++)
{
if (Macro::squads.at(i).action == "defend" && skippedSquads == 0)
{
skippedSquads++;
}
else
{
Macro::squads.at(i).action = "attack";
squadIndex = i;
}
}
if (squadIndex == -1)
{
Macro::squads.push_back(Squad());
squadIndex = Macro::squads.size() - 1;
}
return squadIndex;
}
double Military::getBaseDefense(CBase base, std::string type, int playerID)
{
double score = 0;
@ -273,20 +285,6 @@ double Military::getBaseDefense(CBase base, std::string type, int playerID)
}
}
TilePosition Military::getChokepointCenter(const BWEM::Area* area, const BWEM::Area* neighborArea)
{
TilePosition average = TilePosition(0, 0);
for (auto a : area->ChokePointsByArea())
{
if (a.first->Id() == neighborArea->Id())
{
average = TilePosition(a.second->front().Center());
break;
}
}
return average;
}
int Military::getClosestSquad(TilePosition tp)
{
int index = -1;

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@ -10,14 +10,16 @@ using namespace BWAPI;
class Military
{
public:
static void attackMaxed();
static void attackNonMaxed();
static void addSquadlessUnits(int squadIndex);
static void checkAttack();
static void checkDefense();
static double checkEnemiesAt(CBase base);
static void checkSquads();
static std::pair<TilePosition, int> getAttackLocation();
static int getAttackSquadsIndex();
static double getBaseDefense(CBase b, std::string type, int playerID);
static TilePosition getChokepointCenter(const BWEM::Area* area, const BWEM::Area* neighborArea);
static int getClosestSquad(TilePosition tp);
static int getIdleSquad();
static std::pair<int, int> getMostVulnerableBase(int playerID);