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Automatically exported from code.google.com/p/skynetbot
In your onSendText callback you call:
BWAPI::Broodwar->sendText(text.c_str());
However it should be:
BWAPI::Broodwar->sendText("%s", text.c_str());
because of the % identifiers which you could type in, causing a crash.
Original issue reported on code.google.com by AHeinerm
on 18 Dec 2013 at 9:46
Sometimes, for example, with the carrier build, Skynet v 2.1's army avoids the
enemy army at all costs. It even reached the state where all its buildings were
destroyed (and it was eliminated) but its 12 carriers never got into battle.
Maybe it's a threshold of not to attack a stronger army but I guess it should
be overridden when defending the main base or an important expansion.
Original issue reported on code.google.com by [email protected]
on 9 Dec 2012 at 7:08
When skynet decides to make fast dt rush, created dts idle in the the base
instead of attacking
Original issue reported on code.google.com by [email protected]
on 26 Jan 2013 at 2:45
What steps will reproduce the problem?
1. Play multiplayer game (can be with starcraft AIs)
2. Have allied base under attack
3.
It does nothing ! Very ego player !
What is the expected output? What do you see instead?
I expect it to send expeditionary forces to help allied base, assuming own base
stays protected.
What version of the product are you using? On what operating system?
Skynet 2.1
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 13 Nov 2013 at 1:50
What version of the product are you using? On what operating system?
skynet2.1 on windows7
Skynet tend to overreact with its probe defense. For example when its n-th (not
important one) expo is attacked by 10 tanks, it sends all probes from all bases
against tanks, which often results in no probe + <=50 minerals = game over. So
I'd change conditions under which skynet decides to use probes to defend
itself.
Original issue reported on code.google.com by [email protected]
on 25 Jan 2013 at 3:00
This patch does the following:
- Remove WalkPosition, BWAPI4 has a WalkPosition.
- Remove Vector, use BWAPI::Point<double> with a dotProduct and normalise function.
- Remove dependencies on boost, use C++11 equivalents (and windows API for directory structure).
- Fix any sendText/printf issues with the % identifier.
- Use Broodwar operator << instead of printf.
- Use Position drawing variants instead of splitting up x and y components (draw function calls are much cleaner).
- Use BWAPI::Point operators instead of splitting up x and y components.
- Draw debug lines differently. It looks way cooler and uses less lines.
- Replace BufferedDrawing with Broodwar->registerEvent.
Also this patch disables the gg'ing for now.
This helped me address this issue:
https://code.google.com/p/bwapi/source/detail?r=4459
I did encounter 2 issues with this:
1. Sometimes the bot does nothing? I encountered it a few times in my tests,
but I played against multiple opponents of different races.
2. I've seen a very rare crash in RegionClass::getChokepoints for some reason?
3. Later larger games crawl to a very slow pace when Skynet has several units.
Original issue reported on code.google.com by AHeinerm
on 19 Dec 2013 at 9:17
Attachments:
sometimes skynet camps in its base, with units blocking the ramp. Other units
are unable to get through the ramp.
Original issue reported on code.google.com by [email protected]
on 26 Jan 2013 at 2:48
What steps will reproduce the problem?
1. Play vs several starcraft A.I.
2. One of them might push with dark templar (invisible unit)
3.
What is the expected output? What do you see instead?
I expect Skynet to build some Photon cannon and observers to deal with it.
It did not take any measures.
What version of the product are you using? On what operating system?
Skynet 2.1
Please provide any additional information below.
Map (8) Theatre of War
Original issue reported on code.google.com by [email protected]
on 13 Nov 2013 at 1:24
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