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Automatically exported from code.google.com/p/bwapi
Is solved by the logic of onGameStart/onGameEnd, but would be nice to get
that anyway (imagine case when the library got loaded later, so it missed
the onStart call)
Original issue reported on code.google.com by kovarex
on 22 May 2008 at 1:54
To load as much data directly from bw as possible.
Original issue reported on code.google.com by kovarex
on 18 May 2008 at 8:19
I would like to discard the code that recognize the current player by name
as soon as possible.
Original issue reported on code.google.com by kovarex
on 18 May 2008 at 8:17
For different versions of the same map.
Original issue reported on code.google.com by AHeinerm
on 21 Sep 2008 at 3:18
Recognize Stucked scv's and divide them into 2 categories
1) stucked but can build building(typically depot) there
2) stucked for ever (should be killed sooner or later, or wait for dropship)
Stucked scv's would be marked, and freed from tasks and disabled in
freeWorker function.
Original issue reported on code.google.com by kovarex
on 30 Jun 2008 at 11:13
Make one class something like reservedResources, it would contain
minerals
gas
supply
(maybe something else, who knows)
Every task will have function get Reserved, that would be called in order
of priorities of task and it would return resources to reserve for that task
If I also made TaskTrain (instead of manual solution of autobuild), I could
prioritize units/buildings/invents/upgrades.
So reserved resources could also be bigger than actual resources, and it is
excepted behaviour.
Original issue reported on code.google.com by kovarex
on 20 Jun 2008 at 6:39
Find where is map info stored (tiles, building placebility, minitiles)
Original issue reported on code.google.com by kovarex
on 16 May 2008 at 11:24
The crash happens right at the beginning of a match in about 50-80% of the
time.
Useful information:
Revision: r162
Operation System: Vista SP1
Reproduceable: Most of the time by just creating a game
Original issue reported on code.google.com by [email protected]
on 18 May 2008 at 7:37
Do
a) Choose build order based on race (and random if there are more)
b) Make the "jump" command - prerequisite of branching
c) Make the "choise" command - just random
So we would have first version of branching based on random, it will be
easy to extend it later based on enemy actions.
Original issue reported on code.google.com by kovarex
on 20 Jun 2008 at 6:41
Clear.
Original issue reported on code.google.com by kovarex
on 16 May 2008 at 6:54
How to print text on x/y position?
How to draw rectangle?
how to draw in other way - is there?
Probably will also need some refresh function.
Original issue reported on code.google.com by kovarex
on 22 May 2008 at 1:57
For me to do. >.>
Original issue reported on code.google.com by AHeinerm
on 25 Sep 2008 at 1:50
Will choose the same build repeatedly, mess up if there are more files and
more than x builds(will try to reproduce).
Will read opponents in observer games(observer is considered opponent).
Original issue reported on code.google.com by AHeinerm
on 21 Sep 2008 at 1:17
Find a way how to recognize visible units (unit property/ offset ?)
Original issue reported on code.google.com by kovarex
on 8 Jun 2008 at 1:28
- Start without an opponent crashes.
- UMS type crashes when SCV is created or no Command Center
- Manually building supply depot with BWAPI enabled, a build order, and no
map file crashes.
Original issue reported on code.google.com by AHeinerm
on 25 Sep 2008 at 1:47
Multiple upgrade buildings not accounted for.
Original issue reported on code.google.com by AHeinerm
on 6 Oct 2008 at 2:05
Revision: 188
I wanted to test whether the API is able to load the ICCup Python
1.3.scx.xml file, so I started a match on the exact same map.
The following logline appears in the log:
Exception in AI::onStart: Unable to load data file bwapi-data\\maps\.xml
Possible Explanation: Maybe I have another version of python 1.3, so that
it isnt able to match it to the xml -> can you send me your version of
python if you suspect that that might be the cause?
Original issue reported on code.google.com by [email protected]
on 21 May 2008 at 8:54
This revision is crashing 100% at the beginning of a game. Maybe there is
something wrong with the supply building?
Original issue reported on code.google.com by [email protected]
on 21 May 2008 at 10:53
Reproducable: Yes
Description: Game crashes as soon as probe starts warping a starport.
Original issue reported on code.google.com by [email protected]
on 19 May 2008 at 8:45
Saving any fog/buildability/walkability maps in anything other than Python
or Longinus seem to crash.
Original issue reported on code.google.com by AHeinerm
on 20 Sep 2008 at 6:10
Should be easy as Address was already provided on the broodwarai forum.
Original issue reported on code.google.com by kovarex
on 16 May 2008 at 9:01
How to invoke them?
Original issue reported on code.google.com by kovarex
on 22 May 2008 at 1:58
Implement some simple algorithm that will avoid scv's from building
buildings(typically depots) all around some free spot so there will be no
way left to access it.
Original issue reported on code.google.com by kovarex
on 30 Jun 2008 at 11:14
Revision: r204
Bug: Sometimes a scv gets stuck before building the depot and cannot be
recovered.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:24
r243:
Wont check for Supply while it tries to build marines and medics.
Original issue reported on code.google.com by [email protected]
on 28 May 2008 at 10:14
To Make the namespace policy consistent
Original issue reported on code.google.com by kovarex
on 19 May 2008 at 7:50
Make some translation from unit name to unit id, the current system where I
make std::map for names is problematic, as the same build order will not
work for ppl with different starcraft version.
So i will generate .ini file with standard file names and load it in the
start and use it to traslate name->id.
Original issue reported on code.google.com by kovarex
on 26 May 2008 at 2:40
Team melee games and some UMS(using overflow bug) will alter the supply limit.
Original issue reported on code.google.com by AHeinerm
on 21 Sep 2008 at 2:03
We need a better build-task recognition. Right now, only detects the
current order on an SCV. Needs to check incomplete unit count for
build-task recognition.
Original issue reported on code.google.com by AHeinerm
on 24 Nov 2008 at 1:05
Building of addons will have special command in build order and will not
require location, because location can be always deducated from building
location, so the Map.xml file will need to contain less info.
Original issue reported on code.google.com by kovarex
on 29 Jun 2008 at 3:57
Revision: r203
Description: The game crashes right at the moment when the nuclear blast
exploded.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 1:28
How to determine race of unit prototype?
Unit.dat
Original issue reported on code.google.com by kovarex
on 19 May 2008 at 8:49
+ Include common comparisons such as greater than, less than, equal to.
+ Include all current player stats for possible conditions (score, deaths,
kills, resources, etc; even custom score).
+ Make auto-building of supply toggle-able.
Original issue reported on code.google.com by AHeinerm
on 8 Nov 2008 at 3:38
AI will not start on second game. Problem started around revisions 420-430.
Original issue reported on code.google.com by AHeinerm
on 8 Oct 2008 at 2:46
We have already function to show message locally, if the public one uses
the local function, it could be debugged out easily.
Original issue reported on code.google.com by kovarex
on 22 May 2008 at 1:56
Just a _test_ of the *issue* tracker.
Original issue reported on code.google.com by Goosey
on 28 Apr 2008 at 8:15
Game crashes when a selected Terran Vulture containing spider mines has
been killed.
Original issue reported on code.google.com by AHeinerm
on 21 Sep 2008 at 2:54
The nextFrame hook function seems tobe correct, as the frame id perfectly
match the id in bwchart, but the latency seems to not be constant, just
assumption.
Need to test somehow the latency precisely and investigate how does it work.
Original issue reported on code.google.com by kovarex
on 16 May 2008 at 3:48
Revision r214
Description: The game freezes as soon as a match starts. The broodwar music
still plays, but the window is unusable.
Original issue reported on code.google.com by [email protected]
on 23 May 2008 at 1:06
I'v thinked out the simple algorithm that would handle priorities.
So if for example scv building has higher priority, it will never be
paused, but the reserved resources for the scv will be counted as reserved
income for small period of time before the new scv train order will be
given, so no resources/income will be reserved too early (as it could be
done in simple way, that I would reserve 50 minerals for the next scv right
after the current one is building)
I will just need to load priority number and make getIncomePerSecond or
similar function for gas and minerals to start working on this.
Original issue reported on code.google.com by kovarex
on 29 Jun 2008 at 4:05
Make some documentation (Wiki page probably) that will describe all
bwapi/bwai ingame commands and also the structure of build-order
Original issue reported on code.google.com by kovarex
on 2 Jul 2008 at 12:55
Protoss does not clear the build task when it starts to build, it's onnly
set to recognize Terran construction.
Original issue reported on code.google.com by AHeinerm
on 29 Sep 2008 at 7:32
When everything but unitID will be removed from BWAPI::UnitPrototype it will
1) Be moved to BW namespace
2) Be used insted the u16 for unitID everywhere
3) So there won't be need for files like
UnitPrototypeDefinitions.h
UnitPrototypeDefinitions.cpp
That practicly doubled the info defined in UnitTypes.
getPrototype will not be also needed.
I will just do unit->getType() (that returns the u16 now)
unit->getType().methodOfUnitPrototype();
This will make the code much more clearer, smaller and more powerful
Original issue reported on code.google.com by kovarex
on 20 May 2008 at 10:13
Needs to prioritize resource gathering; ATM gas gathering has higher
priority than mineral gathering, frequently causes AI to lose matches in
which it narrowly escapes being destroyed or loses many SCVs.
Should subtract planned-to-build units' costs and determine which resource
type is lower, and focus on that.
Original issue reported on code.google.com by AHeinerm
on 6 Oct 2008 at 1:34
How much supply will you gain for every unit prototype.
Units.dat
Please use labels and text to provide additional information.
Original issue reported on code.google.com by kovarex
on 19 May 2008 at 8:47
Two alternate races in a single game (Team melee & UMS) will cause the AI
to malfunction, for example, a probe is pulled to build a barracks.
Original issue reported on code.google.com by AHeinerm
on 21 Sep 2008 at 2:06
Map upgrades
1) Map the upgrade type (name, cost, time)
2) Map upgrade progress for current player (not researched, in progress, level)
Original issue reported on code.google.com by kovarex
on 16 Jun 2008 at 11:08
Add the minimum-gather condition, it will much more reasonable condition
when to add more production buildings or expand.
Original issue reported on code.google.com by kovarex
on 29 Jun 2008 at 3:54
The added commands in revision 462 and 463 need testing.
Original issue reported on code.google.com by AHeinerm
on 23 Nov 2008 at 6:38
Needs to choose a build order based on specific maps; so
First priority: Map-specific
Second priority: Matchup-specific(race)
Third priority: Matchup-unknown
Should also detect more than one opponent, and maybe allies.
Original issue reported on code.google.com by AHeinerm
on 13 Oct 2008 at 5:03
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