Documentation ¶
Index ¶
- Constants
- Variables
- func AlreadyTraining(abilityID api.AbilityID) int
- func ChatSend(msg string, channel api.ActionChat_Channel)
- func DebugGameData()
- func DefensivePlayCheck()
- func DisableDefensivePlay()
- func EnableDefensivePlay()
- func FindBuildingsPositions()
- func FindBunkerPosition(ptr point.Pointer)
- func FindMainBuildingTypesPositions(startLoc point.Point) (point.Points, point.Points, point.Points)
- func FindTurretPosition(ptr point.Pointer)
- func GGCheck() bool
- func GetEmptyBunker(ptr point.Pointer) *scl.Unit
- func GetSCV(ptr point.Pointer, assignGroup scl.GroupID, minHits float64) *scl.Unit
- func MarkGeysersAsUnbuildable()
- func OnUnitCreated(unit *scl.Unit)
- func ParseData()
- func RecalcEnemyStartLoc(np point.Point)
- func RecoverPanic()
- func SaveGameData(gd *GameData, strategy Strategy, result string)
- func Step()
- type Bot
- type GameData
- type Strategy
- type StrategyResults
Constants ¶
View Source
const ( Miners scl.GroupID = iota + 1 // MinersRetreat Builders Repairers ScvHealer UnitHealers WorkerRushDefenders Mules Scout ScoutBase ScvReserve ProxyBuilders Marines Marauders Reapers ReapersRetreat Cyclones WidowMines WidowMinesRetreat Hellions HellionScout Tanks TanksOnExps Thors Medivacs ThorEvacs Vikings Ravens Banshees Battlecruisers MechRetreat MechHealing UnderConstruction Buildings MaxGroup )
Variables ¶
View Source
var StrategyPriority = map[Strategy]float64{ BruteForce: 0.99, CcAfterRax: 0.98, Default: 0.97, CcBeforeRax: 0.96, ProxyReapers: 0.95, ProxyMarines: 0.94, }
Functions ¶
func AlreadyTraining ¶
func ChatSend ¶
func ChatSend(msg string, channel api.ActionChat_Channel)
func DebugGameData ¶
func DebugGameData()
func DefensivePlayCheck ¶
func DefensivePlayCheck()
func DisableDefensivePlay ¶
func DisableDefensivePlay()
func EnableDefensivePlay ¶
func EnableDefensivePlay()
func FindBuildingsPositions ¶
func FindBuildingsPositions()
func FindBunkerPosition ¶
func FindTurretPosition ¶
func MarkGeysersAsUnbuildable ¶
func MarkGeysersAsUnbuildable()
Mark geysers as unbildable because somehow undiscovered geysers become buildable
func OnUnitCreated ¶
func RecalcEnemyStartLoc ¶
func RecoverPanic ¶
func RecoverPanic()
func SaveGameData ¶
Types ¶
type Bot ¶
type Bot struct { *scl.Bot Logic func() WorkerRush bool PlayDefensive bool DefensiveRange float64 BuildTurrets bool VersionPosted bool StrategyPosted bool GGPosted bool PanicPosted bool Strategy Strategy ProxyReapers bool ProxyMarines bool BruteForce bool CcAfterRax bool CcBeforeRax bool BuildPos map[scl.BuildingSize]point.Points FirstBarrack point.Points TurretsPos point.Points TurretsMiningPos point.Points BunkersPos point.Points DoubleHealers []scl.GroupID CycloneLocks map[api.UnitTag]api.UnitTag Stats *GameData TestVal float64 }
var B *Bot
func (*Bot) ParseActionErrors ¶
func (b *Bot) ParseActionErrors()
type GameData ¶
type GameData struct { Version string History StrategyResults LastResult string LastStrategy Strategy }
func LoadGameData ¶
func LoadGameData() *GameData
type StrategyResults ¶
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