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/* | ||
* To change this template, choose Tools | Templates | ||
* and open the template in the editor. | ||
*/ | ||
package ai.abstraction; | ||
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import ai.abstraction.AbstractAction; | ||
import ai.abstraction.AbstractionLayerAI; | ||
import ai.abstraction.Harvest; | ||
import ai.abstraction.pathfinding.AStarPathFinding; | ||
import ai.abstraction.pathfinding.PathFinding; | ||
import ai.core.AI; | ||
import ai.core.ParameterSpecification; | ||
import java.util.ArrayList; | ||
import java.util.LinkedList; | ||
import java.util.List; | ||
import java.util.Random; | ||
import rts.GameState; | ||
import rts.PhysicalGameState; | ||
import rts.Player; | ||
import rts.PlayerAction; | ||
import rts.units.Unit; | ||
import rts.units.UnitType; | ||
import rts.units.UnitTypeTable; | ||
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/** | ||
* | ||
* @author santi | ||
*/ | ||
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public class WorkerRushPlusPlus extends AbstractionLayerAI { | ||
Random r = new Random(); | ||
protected UnitTypeTable utt; | ||
UnitType workerType; | ||
UnitType baseType; | ||
UnitType barracks; | ||
boolean resourse = true; | ||
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// Strategy implemented by this class: | ||
// If we have more than 1 "Worker": send the extra workers to attack to the nearest enemy unit | ||
//attack base and barracks first | ||
// If we have a base: train workers non-stop | ||
// If we have a worker: do this if needed: build base, harvest resources | ||
public WorkerRushPlusPlus(UnitTypeTable a_utt) { | ||
this(a_utt, new AStarPathFinding()); | ||
} | ||
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public WorkerRushPlusPlus(UnitTypeTable a_utt, PathFinding a_pf) { | ||
super(a_pf); | ||
reset(a_utt); | ||
} | ||
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public void reset() { | ||
super.reset(); | ||
} | ||
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public void reset(UnitTypeTable a_utt) | ||
{ | ||
utt = a_utt; | ||
if (utt!=null) { | ||
workerType = utt.getUnitType("Worker"); | ||
baseType = utt.getUnitType("Base"); | ||
barracks = utt.getUnitType("Barracks"); | ||
} | ||
} | ||
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public AI clone() { | ||
return new WorkerRushPlusPlus(utt, pf); | ||
} | ||
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public PlayerAction getAction(int player, GameState gs) { | ||
PhysicalGameState pgs = gs.getPhysicalGameState(); | ||
Player p = gs.getPlayer(player); | ||
PlayerAction pa = new PlayerAction(); | ||
// System.out.println("LightRushAI for player " + player + " (cycle " + gs.getTime() + ")"); | ||
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// behavior of bases: | ||
for(Unit u:pgs.getUnits()) { | ||
if (u.getType()==baseType && | ||
u.getPlayer() == player && | ||
gs.getActionAssignment(u)==null) { | ||
baseBehavior(u,p,pgs); | ||
} | ||
} | ||
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// behavior of melee units: | ||
for(Unit u:pgs.getUnits()) { | ||
if (u.getType().canAttack && !u.getType().canHarvest && | ||
u.getPlayer() == player && | ||
gs.getActionAssignment(u)==null) { | ||
meleeUnitBehavior(u,p,gs); | ||
} | ||
} | ||
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// behavior of workers: | ||
List<Unit> workers = new LinkedList<Unit>(); | ||
for(Unit u:pgs.getUnits()) { | ||
if (u.getType().canHarvest && | ||
u.getPlayer() == player) { | ||
workers.add(u); | ||
} | ||
} | ||
workersBehavior(workers,p,gs); | ||
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return translateActions(player,gs); | ||
} | ||
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public void baseBehavior(Unit u,Player p, PhysicalGameState pgs) { | ||
if (p.getResources()>=workerType.cost) train(u, workerType); | ||
} | ||
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public void meleeUnitBehavior(Unit u, Player p, GameState gs) { | ||
PhysicalGameState pgs = gs.getPhysicalGameState(); | ||
Unit closestEnemy = null; | ||
Unit closestMeleeEnemy = null; | ||
int closestDistance = 0; | ||
int enemyDistance = 0; | ||
int mybase = 0; | ||
for(Unit u2:pgs.getUnits()) { | ||
if (u2.getPlayer()>=0 && u2.getPlayer()!=p.getID()) { | ||
int d = Math.abs(u2.getX() - u.getX()) + Math.abs(u2.getY() - u.getY()); | ||
if (closestEnemy==null || d<closestDistance) { | ||
closestEnemy = u2; | ||
closestDistance = d; | ||
} | ||
} | ||
else if(u2.getPlayer()==p.getID() && u2.getType() == baseType) | ||
{ | ||
mybase = Math.abs(u2.getX() - u.getX()) + Math.abs(u2.getY() - u.getY()); | ||
} | ||
} | ||
if (closestEnemy!=null) { | ||
attack(u,closestEnemy); | ||
} | ||
else | ||
{ | ||
attack(u, null); | ||
} | ||
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} | ||
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public void workersBehavior(List<Unit> workers,Player p, GameState gs) { | ||
PhysicalGameState pgs = gs.getPhysicalGameState(); | ||
int nbases = 0; | ||
int resourcesUsed = 0; | ||
Unit harvestWorker = null; | ||
List<Unit> freeWorkers = new LinkedList<Unit>(); | ||
freeWorkers.addAll(workers); | ||
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if (workers.isEmpty()) return; | ||
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for(Unit u2:pgs.getUnits()) { | ||
if (u2.getType() == baseType && | ||
u2.getPlayer() == p.getID()) nbases++; | ||
} | ||
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List<Integer> reservedPositions = new LinkedList<Integer>(); | ||
if (nbases==0 && !freeWorkers.isEmpty() && resourse) { | ||
// build a base: | ||
if (p.getResources()>=baseType.cost + resourcesUsed) { | ||
Unit u = freeWorkers.remove(0); | ||
buildIfNotAlreadyBuilding(u,baseType,u.getX(),u.getY(),reservedPositions,p,pgs); | ||
resourcesUsed+=baseType.cost; | ||
} | ||
} | ||
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if (freeWorkers.size()>0 && resourse) harvestWorker = freeWorkers.remove(0); | ||
// harvest with the harvest worker: | ||
if (harvestWorker!=null) { | ||
Unit closestBase = null; | ||
Unit closestResource = null; | ||
int closestDistance = 0; | ||
for(Unit u2:pgs.getUnits()) { | ||
if (u2.getType().isResource) { | ||
int d = Math.abs(u2.getX() - harvestWorker.getX()) + Math.abs(u2.getY() - harvestWorker.getY()); | ||
if (closestResource==null || d<closestDistance) { | ||
closestResource = u2; | ||
closestDistance = d; | ||
} | ||
} | ||
} | ||
closestDistance = 0; | ||
for(Unit u2:pgs.getUnits()) { | ||
if (u2.getType().isStockpile && u2.getPlayer()==p.getID()) { | ||
int d = Math.abs(u2.getX() - harvestWorker.getX()) + Math.abs(u2.getY() - harvestWorker.getY()); | ||
if (closestBase==null || d<closestDistance) { | ||
closestBase = u2; | ||
closestDistance = d; | ||
} | ||
} | ||
} | ||
if (closestResource!=null && closestBase!=null) { | ||
AbstractAction aa = getAbstractAction(harvestWorker); | ||
if (aa instanceof Harvest) { | ||
Harvest h_aa = (Harvest)aa; | ||
if (h_aa.getTarget() != closestResource || h_aa.getBase()!=closestBase) { | ||
harvest(harvestWorker, closestResource, closestBase); | ||
} else { | ||
} | ||
} else { | ||
harvest(harvestWorker, closestResource, closestBase); | ||
} | ||
} | ||
else if((closestResource==null) && (p.getResources() == 0) && (freeWorkers.isEmpty())) | ||
{ | ||
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freeWorkers.add(harvestWorker); | ||
resourse = false; | ||
} | ||
} | ||
for(Unit u:freeWorkers) meleeUnitBehavior(u, p, gs); | ||
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} | ||
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@Override | ||
public List<ParameterSpecification> getParameters() | ||
{ | ||
List<ParameterSpecification> parameters = new ArrayList<>(); | ||
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parameters.add(new ParameterSpecification("PathFinding", PathFinding.class, new AStarPathFinding())); | ||
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return parameters; | ||
} | ||
} |
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