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#pragma once
#define _USE_MATH_DEFINES
#include <cmath>
#include <math.h>
#include <cstdlib>
#include <stdexcept>
#include <string>
#include <sstream>
#include <algorithm>
#include <vector>
#include <deque>
#include <set>
#include <map>
#include <BWAPI.h>
#include "Config.h"
#include "Logger.h"
#include "UABAssert.h"
BWAPI::AIModule * __NewAIModule();
// 2D vectors with basic vector arithmetic.
struct v2
{
double x, y;
v2() {}
v2(double x, double y) : x(x), y(y) {}
v2(const BWAPI::Position & p) : x(p.x), y(p.y) {}
operator BWAPI::Position() const { return BWAPI::Position(static_cast<int>(x),static_cast<int>(y)); }
v2 operator + (const v2 & v) const { return v2(x+v.x,y+v.y); }
v2 operator - (const v2 & v) const { return v2(x-v.x,y-v.y); }
v2 operator * (double s) const { return v2(x*s,y*s); }
v2 operator / (double s) const { return v2(x/s,y/s); }
double dot(const v2 & v) const { return x*v.x + y*v.y; }
double lengthSq() const { return x*x + y*y; }
double length() const { return sqrt(lengthSq()); }
// Find the direction: The vector of length 1 in the same direction.
// The length of the original vector had better not be zero!
v2 normalize() const { return *this / length(); }
// This uses trig, so it is probably slower.
void rotate(double angle)
{
angle = angle*M_PI/180.0; // convert degrees to radians
*this = v2(x * cos(angle) - y * sin(angle), y * cos(angle) + x * sin(angle));
}
};
struct Rect
{
int x, y;
int height, width;
};
double UCB1_bound(int tries, int total);
double UCB1_bound(double tries, double total);
// Used to return a reference to an empty set of units when a data structure
// doesn't have an entry giving another set.
const static BWAPI::Unitset EmptyUnitSet;
BWAPI::Unitset Intersection(const BWAPI::Unitset & a, const BWAPI::Unitset & b);
int GetIntFromString(const std::string & s);
std::string TrimRaceName(const std::string & s);
char RaceChar(BWAPI::Race race);
std::string NiceMacroActName(const std::string & s);
std::string UnitTypeName(BWAPI::UnitType type);
// Short color codes for drawing text on the screen.
// The dim colors can be hard to read, but are useful occasionally.
const char yellow = '\x03';
const char white = '\x04';
const char darkRed = '\x06'; // dim
const char green = '\x07';
const char red = '\x08';
const char purple = '\x10'; // dim
const char orange = '\x11';
const char gray = '\x1E'; // dim
const char cyan = '\x1F';
void GameMessage(const char * message);
BWAPI::Position DistanceAndDirection(const BWAPI::Position & a, const BWAPI::Position & b, int distance);
double ApproachSpeed(const BWAPI::Position & pos, BWAPI::Unit u);
BWAPI::Position CenterOfUnitset(const BWAPI::Unitset units);
BWAPI::Position PredictMovement(BWAPI::Unit unit, int frames);
bool CanCatchUnit(BWAPI::Unit chaser, BWAPI::Unit runaway);
int GroundHeight(int x, int y); // TilePosition
int GroundHeight(const BWAPI::TilePosition & tile);
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