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Commit 10a6ced2 authored by David Bergström's avatar David Bergström
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Remove StrategyManager

parent f7768dc5
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...@@ -60,7 +60,7 @@ void CombatCommander::onFrame(const std::vector<Unit> & combatUnits) ...@@ -60,7 +60,7 @@ void CombatCommander::onFrame(const std::vector<Unit> & combatUnits)
bool CombatCommander::shouldWeStartAttacking() bool CombatCommander::shouldWeStartAttacking()
{ {
return m_bot.Strategy().getCurrentStrategy().m_attackCondition.eval(); return true; //m_bot.Strategy().getCurrentStrategy().m_attackCondition.eval();
} }
void CombatCommander::updateIdleSquad() void CombatCommander::updateIdleSquad()
......
...@@ -85,7 +85,7 @@ void GameCommander::setScoutUnits() ...@@ -85,7 +85,7 @@ void GameCommander::setScoutUnits()
bool GameCommander::shouldSendInitialScout() bool GameCommander::shouldSendInitialScout()
{ {
return m_bot.Strategy().scoutConditionIsMet(); return true; // m_bot.Strategy().scoutConditionIsMet();
} }
// Sets combat units to be passed to CombatCommander. // Sets combat units to be passed to CombatCommander.
......
...@@ -464,7 +464,6 @@ IDABot::IDABot() ...@@ -464,7 +464,6 @@ IDABot::IDABot()
, m_unitInfo(*this) , m_unitInfo(*this)
, m_workers(*this) , m_workers(*this)
, m_gameCommander(*this) , m_gameCommander(*this)
, m_strategy(*this)
, m_techTree(*this) , m_techTree(*this)
, m_buildingPlacer(*this) , m_buildingPlacer(*this)
{ {
...@@ -489,7 +488,6 @@ void IDABot::OnGameStart() ...@@ -489,7 +488,6 @@ void IDABot::OnGameStart()
// ----------------------------------------------------------------- // -----------------------------------------------------------------
setUnits(); setUnits();
m_techTree.onStart(); m_techTree.onStart();
m_strategy.onStart();
m_map.onStart(); m_map.onStart();
m_unitInfo.onStart(); m_unitInfo.onStart();
m_bases.onStart(); m_bases.onStart();
...@@ -582,11 +580,6 @@ const MapTools & IDABot::Map() const ...@@ -582,11 +580,6 @@ const MapTools & IDABot::Map() const
return m_map; return m_map;
} }
const StrategyManager & IDABot::Strategy() const
{
return m_strategy;
}
const BaseLocationManager & IDABot::Bases() const const BaseLocationManager & IDABot::Bases() const
{ {
return m_bases; return m_bases;
......
...@@ -12,7 +12,6 @@ ...@@ -12,7 +12,6 @@
#include "BotConfig.h" #include "BotConfig.h"
#include "GameCommander.h" #include "GameCommander.h"
#include "BuildingPlacer.h" #include "BuildingPlacer.h"
#include "StrategyManager.h"
#include "TechTree.h" #include "TechTree.h"
#include "MetaType.h" #include "MetaType.h"
#include "Unit.h" #include "Unit.h"
...@@ -23,7 +22,6 @@ class IDABot : public sc2::Agent ...@@ -23,7 +22,6 @@ class IDABot : public sc2::Agent
BaseLocationManager m_bases; BaseLocationManager m_bases;
UnitInfoManager m_unitInfo; UnitInfoManager m_unitInfo;
WorkerManager m_workers; WorkerManager m_workers;
StrategyManager m_strategy;
BotConfig m_config; BotConfig m_config;
TechTree m_techTree; TechTree m_techTree;
GameCommander m_gameCommander; GameCommander m_gameCommander;
...@@ -120,7 +118,6 @@ public: ...@@ -120,7 +118,6 @@ public:
const BaseLocationManager & Bases() const; const BaseLocationManager & Bases() const;
const MapTools & Map() const; const MapTools & Map() const;
const UnitInfoManager & UnitInfo() const; const UnitInfoManager & UnitInfo() const;
const StrategyManager & Strategy() const;
const TypeData & Data(const UnitType & type) const; const TypeData & Data(const UnitType & type) const;
const TypeData & Data(const CCUpgrade & type) const; const TypeData & Data(const CCUpgrade & type) const;
const TypeData & Data(const MetaType & type) const; const TypeData & Data(const MetaType & type) const;
......
...@@ -24,7 +24,7 @@ void ProductionManager::setBuildOrder(const BuildOrder & buildOrder) ...@@ -24,7 +24,7 @@ void ProductionManager::setBuildOrder(const BuildOrder & buildOrder)
void ProductionManager::onStart() void ProductionManager::onStart()
{ {
m_buildingManager.onStart(); m_buildingManager.onStart();
setBuildOrder(m_bot.Strategy().getOpeningBookBuildOrder()); //setBuildOrder(m_bot.Strategy().getOpeningBookBuildOrder());
} }
void ProductionManager::onFrame() void ProductionManager::onFrame()
......
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