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#include "MapTools.h"
#include "Util.h"
#include "IDABot.h"
#include <iostream>
#include <sstream>
#include <fstream>
#include <array>
const size_t LegalActions = 4;
const int actionX[LegalActions] ={1, -1, 0, 0};
const int actionY[LegalActions] ={0, 0, 1, -1};
typedef std::vector<std::vector<bool>> vvb;
typedef std::vector<std::vector<int>> vvi;
typedef std::vector<std::vector<float>> vvf;
#ifdef SC2API
#define HALF_TILE 0.5f
#else
#define HALF_TILE 0
#endif
// constructor for MapTools
MapTools::MapTools(IDABot & bot)
: m_bot (bot)
, m_width (0)
, m_height (0)
, m_maxZ (0.0f)
, m_frame (0)
{
}
void MapTools::onStart()
{
#ifdef SC2API
m_width = m_bot.Observation()->GetGameInfo().width;
m_height = m_bot.Observation()->GetGameInfo().height;
#else
m_width = BWAPI::Broodwar->mapWidth();
m_height = BWAPI::Broodwar->mapHeight();
#endif
m_walkable = vvb(m_width, std::vector<bool>(m_height, true));
m_buildable = vvb(m_width, std::vector<bool>(m_height, false));
m_depotBuildable = vvb(m_width, std::vector<bool>(m_height, false));
m_lastSeen = vvi(m_width, std::vector<int>(m_height, 0));
m_sectorNumber = vvi(m_width, std::vector<int>(m_height, 0));
m_terrainHeight = vvf(m_width, std::vector<float>(m_height, 0.0f));
// Set the boolean grid data from the Map
for (int x(0); x < m_width; ++x)
{
for (int y(0); y < m_height; ++y)
{
m_buildable[x][y] = canBuild(x, y);
m_depotBuildable[x][y] = canBuild(x, y);
m_walkable[x][y] = m_buildable[x][y] || canWalk(x, y);
m_terrainHeight[x][y] = terrainHeight(CCPosition((CCPositionType)x, (CCPositionType)y));
}
}
#ifdef SC2API
for (auto & unit : m_bot.Observation()->GetUnits())
{
m_maxZ = std::max(unit->pos.z, m_maxZ);
}
// set tiles that static resources are on as unbuildable
for (auto & resource : m_bot.GetAllUnits())
{
if (!resource.getType().isMineral() && !resource.getType().isGeyser())
{
continue;
}
int width = resource.getType().tileWidth();
int height = resource.getType().tileHeight();
int tileX = std::floor(resource.getPosition().x) - (width / 2);
int tileY = std::floor(resource.getPosition().y) - (height / 2);
if (!isVisible(resource.getTilePosition().x, resource.getTilePosition().y))
{
}
for (int x=tileX; x<tileX+width; ++x)
{
for (int y=tileY; y<tileY+height; ++y)
{
m_buildable[x][y] = false;
// depots can't be built within 3 tiles of any resource
for (int rx=-3; rx<=3; rx++)
{
for (int ry=-3; ry<=3; ry++)
{
// sc2 doesn't fill out the corners of the mineral 3x3 boxes for some reason
if (std::abs(rx) + std::abs(ry) == 6) { continue; }
if (!isValidTile(CCTilePosition(x+rx, y+ry))) { continue; }
m_depotBuildable[x+rx][y+ry] = false;
}
}
}
}
}
#else
// set tiles that static resources are on as unbuildable
for (auto & resource : BWAPI::Broodwar->getStaticNeutralUnits())
{
if (!resource->getType().isResourceContainer())
{
continue;
}
int tileX = resource->getTilePosition().x;
int tileY = resource->getTilePosition().y;
for (int x=tileX; x<tileX+resource->getType().tileWidth(); ++x)
{
for (int y=tileY; y<tileY+resource->getType().tileHeight(); ++y)
{
m_buildable[x][y] = false;
// depots can't be built within 3 tiles of any resource
for (int rx=-3; rx<=3; rx++)
{
for (int ry=-3; ry<=3; ry++)
{
if (!BWAPI::TilePosition(x+rx, y+ry).isValid())
{
continue;
}
m_depotBuildable[x+rx][y+ry] = false;
}
}
}
}
}
#endif
computeConnectivity();
}
void MapTools::onFrame()
{
m_frame++;
for (int x=0; x<m_width; ++x)
{
for (int y=0; y<m_height; ++y)
{
if (isVisible(x, y))
{
m_lastSeen[x][y] = m_frame;
}
}
}
}
void MapTools::computeConnectivity()
{
// the fringe data structe we will use to do our BFS searches
std::vector<std::array<int, 2>> fringe;
fringe.reserve(m_width*m_height);
int sectorNumber = 0;
// for every tile on the map, do a connected flood fill using BFS
for (int x=0; x<m_width; ++x)
{
for (int y=0; y<m_height; ++y)
{
// if the sector is not currently 0, or the map isn't walkable here, then we can skip this tile
if (getSectorNumber(x, y) != 0 || !isWalkable(x, y))
{
continue;
}
// increase the sector number, so that walkable tiles have sectors 1-N
sectorNumber++;
// reset the fringe for the search and add the start tile to it
fringe.clear();
fringe.push_back({x,y});
m_sectorNumber[x][y] = sectorNumber;
// do the BFS, stopping when we reach the last element of the fringe
for (size_t fringeIndex=0; fringeIndex<fringe.size(); ++fringeIndex)
{
auto & tile = fringe[fringeIndex];
// check every possible child of this tile
for (size_t a=0; a<LegalActions; ++a)
{
int nextX = tile[0] + actionX[a];
int nextY = tile[1] + actionY[a];
// if the new tile is inside the map bounds, is walkable, and has not been assigned a sector, add it to the current sector and the fringe
if (isValidTile(nextX, nextY) && isWalkable(nextX, nextY) && (getSectorNumber(nextX, nextY) == 0))
{
m_sectorNumber[nextX][nextY] = sectorNumber;
fringe.push_back({nextX, nextY});
}
}
}
}
}
}
bool MapTools::isExplored(const CCTilePosition & pos) const
{
return isExplored(pos.x, pos.y);
}
bool MapTools::isExplored(const CCPosition & pos) const
{
return isExplored(Util::GetTilePosition(pos));
}
bool MapTools::isExplored(int tileX, int tileY) const
{
if (!isValidTile(tileX, tileY)) { return false; }
#ifdef SC2API
sc2::Visibility vis = m_bot.Observation()->GetVisibility(CCPosition(tileX + HALF_TILE, tileY + HALF_TILE));
return vis == sc2::Visibility::Fogged || vis == sc2::Visibility::Visible;
#else
return BWAPI::Broodwar->isExplored(tileX, tileY);
#endif
}
bool MapTools::isVisible(int tileX, int tileY) const
{
if (!isValidTile(tileX, tileY)) { return false; }
#ifdef SC2API
return m_bot.Observation()->GetVisibility(CCPosition(tileX + HALF_TILE, tileY + HALF_TILE)) == sc2::Visibility::Visible;
#else
return BWAPI::Broodwar->isVisible(BWAPI::TilePosition(tileX, tileY));
#endif
}
bool MapTools::isPowered(int tileX, int tileY) const
{
#ifdef SC2API
for (auto & powerSource : m_bot.Observation()->GetPowerSources())
{
if (Util::Dist(CCPosition(tileX + HALF_TILE, tileY + HALF_TILE), powerSource.position) < powerSource.radius)
{
return true;
}
}
return false;
#else
return BWAPI::Broodwar->hasPower(BWAPI::TilePosition(tileX, tileY));
#endif
}
float MapTools::terrainHeight(float x, float y) const
{
return m_terrainHeight[(int)x][(int)y];
}
//int MapTools::getGroundDistance(const CCPosition & src, const CCPosition & dest) const
//{
// return (int)Util::Dist(src, dest);
//}
int MapTools::getGroundDistance(const CCPosition & src, const CCPosition & dest) const
{
if (m_allMaps.size() > 50)
{
m_allMaps.clear();
}
return getDistanceMap(dest).getDistance(src);
}
const DistanceMap & MapTools::getDistanceMap(const CCPosition & pos) const
{
return getDistanceMap(Util::GetTilePosition(pos));
}
const DistanceMap & MapTools::getDistanceMap(const CCTilePosition & tile) const
{
std::pair<int,int> pairTile(tile.x, tile.y);
if (m_allMaps.find(pairTile) == m_allMaps.end())
{
m_allMaps[pairTile] = DistanceMap();
m_allMaps[pairTile].computeDistanceMap(m_bot, tile);
}
return m_allMaps[pairTile];
}
int MapTools::getSectorNumber(int x, int y) const
{
if (!isValidTile(x, y))
{
return 0;
}
return m_sectorNumber[x][y];
}
bool MapTools::isValidTile(int tileX, int tileY) const
{
return tileX >= 0 && tileY >= 0 && tileX < m_width && tileY < m_height;
}
bool MapTools::isValidTile(const CCTilePosition & tile) const
{
return isValidTile(tile.x, tile.y);
}
bool MapTools::isValidPosition(const CCPosition & pos) const
{
return isValidTile(Util::GetTilePosition(pos));
}
void MapTools::drawLine(CCPositionType x1, CCPositionType y1, CCPositionType x2, CCPositionType y2, const CCColor & color) const
{
#ifdef SC2API
m_bot.Debug()->DebugLineOut(sc2::Point3D(x1, y1, terrainHeight(x1, y1) + 0.2f), sc2::Point3D(x2, y2, terrainHeight(x2, y2) + 0.2f), color);
#else
BWAPI::Broodwar->drawLineMap(BWAPI::Position(x1, y1), BWAPI::Position(x2, y2), color);
#endif
}
void MapTools::drawLine(const CCPosition & p1, const CCPosition & p2, const CCColor & color) const
{
#ifdef SC2API
drawLine(p1.x, p1.y, p2.x, p2.y, color);
#else
BWAPI::Broodwar->drawLineMap(p1, p2, color);
#endif
}
void MapTools::drawTile(int tileX, int tileY, const CCColor & color) const
{
CCPositionType px = Util::TileToPosition((float)tileX) + Util::TileToPosition(0.1f);
CCPositionType py = Util::TileToPosition((float)tileY) + Util::TileToPosition(0.1f);
CCPositionType d = Util::TileToPosition(0.8f);
drawLine(px, py, px + d, py, color);
drawLine(px + d, py, px + d, py + d, color);
drawLine(px + d, py + d, px, py + d, color);
drawLine(px, py + d, px, py, color);
}
void MapTools::drawBox(CCPositionType x1, CCPositionType y1, CCPositionType x2, CCPositionType y2, const CCColor & color) const
{
#ifdef SC2API
m_bot.Debug()->DebugBoxOut(sc2::Point3D(x1, y1, m_maxZ + 2.0f), sc2::Point3D(x2, y2, m_maxZ-5.0f), color);
#else
drawLine(x1, y1, x1, y2, color);
drawLine(x1, y2, x2, y2, color);
drawLine(x2, y2, x2, y1, color);
drawLine(x2, y1, x1, y1, color);
#endif
}
void MapTools::drawBox(const CCPosition & tl, const CCPosition & br, const CCColor & color) const
{
#ifdef SC2API
m_bot.Debug()->DebugBoxOut(sc2::Point3D(tl.x, tl.y, m_maxZ + 2.0f), sc2::Point3D(br.x, br.y, m_maxZ-5.0f), color);
#else
drawBox(tl.x, tl.y, br.x, br.y, color);
#endif
}
void MapTools::drawCircle(const CCPosition & pos, CCPositionType radius, const CCColor & color) const
{
#ifdef SC2API
m_bot.Debug()->DebugSphereOut(sc2::Point3D(pos.x, pos.y, m_maxZ), radius, color);
#else
BWAPI::Broodwar->drawCircleMap(pos, radius, color);
#endif
}
void MapTools::drawCircle(CCPositionType x, CCPositionType y, CCPositionType radius, const CCColor & color) const
{
#ifdef SC2API
m_bot.Debug()->DebugSphereOut(sc2::Point3D(x, y, m_maxZ), radius, color);
#else
BWAPI::Broodwar->drawCircleMap(BWAPI::Position(x, y), radius, color);
#endif
}
void MapTools::drawText(const CCPosition & pos, const std::string & str, const CCColor & color) const
{
#ifdef SC2API
m_bot.Debug()->DebugTextOut(str, sc2::Point3D(pos.x, pos.y, m_maxZ), color);
#else
BWAPI::Broodwar->drawTextMap(pos, str.c_str());
#endif
}
void MapTools::drawTextScreen(float xPerc, float yPerc, const std::string & str, const CCColor & color) const
{
#ifdef SC2API
m_bot.Debug()->DebugTextOut(str, CCPosition(xPerc, yPerc), color);
#else
BWAPI::Broodwar->drawTextScreen(BWAPI::Position((int)(640*xPerc), (int)(480*yPerc)), str.c_str());
#endif
}
bool MapTools::isConnected(int x1, int y1, int x2, int y2) const
{
if (!isValidTile(x1, y1) || !isValidTile(x2, y2))
{
return false;
}
int s1 = getSectorNumber(x1, y1);
int s2 = getSectorNumber(x2, y2);
return s1 != 0 && (s1 == s2);
}
bool MapTools::isConnected(const CCTilePosition & p1, const CCTilePosition & p2) const
{
return isConnected(p1.x, p1.y, p2.x, p2.y);
}
bool MapTools::isConnected(const CCPosition & p1, const CCPosition & p2) const
{
return isConnected(Util::GetTilePosition(p1), Util::GetTilePosition(p2));
}
bool MapTools::isBuildable(int tileX, int tileY) const
{
if (!isValidTile(tileX, tileY))
{
return false;
}
return m_buildable[tileX][tileY];
}
bool MapTools::canBuildTypeAtPosition(int tileX, int tileY, const UnitType & type) const
{
#ifdef SC2API
return m_bot.Query()->Placement(m_bot.Data(type).buildAbility, CCPosition((float)tileX, (float)tileY));
#else
return BWAPI::Broodwar->canBuildHere(BWAPI::TilePosition(tileX, tileY), type.getAPIUnitType());
#endif
}
bool MapTools::isBuildable(const CCTilePosition & tile) const
{
return isBuildable(tile.x, tile.y);
}
void MapTools::printMap()
{
std::stringstream ss;
for (int y(0); y < m_height; ++y)
{
for (int x(0); x < m_width; ++x)
{
ss << isWalkable(x, y);
}
ss << "\n";
}
std::ofstream out("map.txt");
out << ss.str();
out.close();
}
bool MapTools::isDepotBuildableTile(int tileX, int tileY) const
{
if (!isValidTile(tileX, tileY))
{
return false;
}
return m_depotBuildable[tileX][tileY];
}
bool MapTools::isWalkable(int tileX, int tileY) const
{
if (!isValidTile(tileX, tileY))
{
return false;
}
return m_walkable[tileX][tileY];
}
bool MapTools::isWalkable(const CCTilePosition & tile) const
{
return isWalkable(tile.x, tile.y);
}
int MapTools::width() const
{
return m_width;
}
int MapTools::height() const
{
return m_height;
}
const std::vector<CCTilePosition> & MapTools::getClosestTilesTo(const CCTilePosition & pos) const
{
return getDistanceMap(pos).getSortedTiles();
}
CCTilePosition MapTools::getLeastRecentlySeenTile() const
{
int minSeen = std::numeric_limits<int>::max();
CCTilePosition leastSeen;
const BaseLocation * baseLocation = m_bot.Bases().getPlayerStartingBaseLocation(Players::Self);
for (auto & tile : baseLocation->getClosestTiles())
{
BOT_ASSERT(isValidTile(tile), "How is this tile not valid?");
int lastSeen = m_lastSeen[tile.x][tile.y];
if (lastSeen < minSeen)
{
minSeen = lastSeen;
leastSeen = tile;
}
}
return leastSeen;
}
bool MapTools::canWalk(int tileX, int tileY)
{
#ifdef SC2API
auto & info = m_bot.Observation()->GetGameInfo();
sc2::Point2DI pointI(tileX, tileY);
if (pointI.x < 0 || pointI.x >= info.width || pointI.y < 0 || pointI.y >= info.width)
{
return false;
}
assert(info.pathing_grid.data.size() == info.width * info.height);
unsigned char encodedPlacement = info.pathing_grid.data[pointI.x + ((info.height - 1) - pointI.y) * info.width];
bool decodedPlacement = encodedPlacement == 255 ? false : true;
return decodedPlacement;
#else
for (int i=0; i<4; ++i)
{
for (int j=0; j<4; ++j)
{
if (!BWAPI::Broodwar->isWalkable(tileX*4 + i, tileY*4 + j))
{
return false;
}
}
}
return true;
#endif
}
bool MapTools::canBuild(int tileX, int tileY)
{
#ifdef SC2API
auto & info = m_bot.Observation()->GetGameInfo();
sc2::Point2DI pointI(tileX, tileY);
if (pointI.x < 0 || pointI.x >= info.width || pointI.y < 0 || pointI.y >= info.width)
{
return false;
}
assert(info.placement_grid.data.size() == info.width * info.height);
unsigned char encodedPlacement = info.placement_grid.data[pointI.x + ((info.height - 1) - pointI.y) * info.width];
bool decodedPlacement = encodedPlacement == 255 ? true : false;
return decodedPlacement;
#else
return BWAPI::Broodwar->isBuildable(BWAPI::TilePosition(tileX, tileY));
#endif
}
float MapTools::terrainHeight(const CCPosition & point) const
{
#ifdef SC2API
auto & info = m_bot.Observation()->GetGameInfo();
sc2::Point2DI pointI((int)point.x, (int)point.y);
if (pointI.x < 0 || pointI.x >= info.width || pointI.y < 0 || pointI.y >= info.width)
{
return 0.0f;
}
assert(info.terrain_height.data.size() == info.width * info.height);
unsigned char encodedHeight = info.terrain_height.data[pointI.x + ((info.height - 1) - pointI.y) * info.width];
float decodedHeight = -100.0f + 200.0f * float(encodedHeight) / 255.0f;
return decodedHeight;
#else
return 0;
#endif