#include "UnitUtil.h"

#include "The.h"
#include "UnitData.h"

using namespace UAlbertaBot;

// Building morphed from another, not constructed.
bool UnitUtil::IsMorphedBuildingType(BWAPI::UnitType type)
{
	return
		type == BWAPI::UnitTypes::Zerg_Sunken_Colony ||
		type == BWAPI::UnitTypes::Zerg_Spore_Colony ||
		type == BWAPI::UnitTypes::Zerg_Lair ||
		type == BWAPI::UnitTypes::Zerg_Hive ||
		type == BWAPI::UnitTypes::Zerg_Greater_Spire;
}

// Zerg unit morphed from another, not spawned from a larva.
bool UnitUtil::IsMorphedUnitType(BWAPI::UnitType type)
{
	return
		type == BWAPI::UnitTypes::Zerg_Lurker ||
		type == BWAPI::UnitTypes::Zerg_Guardian ||
		type == BWAPI::UnitTypes::Zerg_Devourer;
}

// A partial substitute for t2.isSuccessorOf(t1) from BWAPI 4.2.0.
bool UnitUtil::BuildingIsMorphedFrom(BWAPI::UnitType t2, BWAPI::UnitType t1)
{
    return
        t1 == BWAPI::UnitTypes::Zerg_Creep_Colony && t2 == BWAPI::UnitTypes::Zerg_Sunken_Colony ||
        t1 == BWAPI::UnitTypes::Zerg_Creep_Colony && t2 == BWAPI::UnitTypes::Zerg_Spore_Colony ||
        t1 == BWAPI::UnitTypes::Zerg_Hatchery     && t2 == BWAPI::UnitTypes::Zerg_Lair ||
        t1 == BWAPI::UnitTypes::Zerg_Lair         && t2 == BWAPI::UnitTypes::Zerg_Hive ||
        t1 == BWAPI::UnitTypes::Zerg_Spire        && t2 == BWAPI::UnitTypes::Zerg_Greater_Spire;
}

// A lair or hive is a completed resource depot even if not a completed unit.
bool UnitUtil::IsCompletedResourceDepot(BWAPI::Unit unit)
{
	return
		unit &&
		unit->getType().isResourceDepot() &&
		(unit->isCompleted() || unit->getType() == BWAPI::UnitTypes::Zerg_Lair || unit->getType() == BWAPI::UnitTypes::Zerg_Hive);
}

// Is the resource depot almost finished? We may want to start transferring workers now.
// A lair or hive is a completed resource depot even if not a completed unit.
bool UnitUtil::IsNearlyCompletedResourceDepot(BWAPI::Unit unit, int framesLeft)
{
    return
        unit &&
        unit->getType().isResourceDepot() &&
        (unit->isCompleted() ||
         unit->getRemainingBuildTime() <= framesLeft ||
         unit->getType() == BWAPI::UnitTypes::Zerg_Lair ||
         unit->getType() == BWAPI::UnitTypes::Zerg_Hive);
}

bool UnitUtil::IsStaticDefense(BWAPI::UnitType type)
{
	return
		type == BWAPI::UnitTypes::Zerg_Sunken_Colony ||
		type == BWAPI::UnitTypes::Zerg_Spore_Colony ||
		type == BWAPI::UnitTypes::Terran_Bunker ||
		type == BWAPI::UnitTypes::Terran_Missile_Turret ||
		type == BWAPI::UnitTypes::Protoss_Photon_Cannon ||
		type == BWAPI::UnitTypes::Protoss_Shield_Battery;
}

// To stop static defense from being built, stop these things.
bool UnitUtil::IsComingStaticDefense(BWAPI::UnitType type)
{
	return
		type == BWAPI::UnitTypes::Zerg_Creep_Colony ||
		type == BWAPI::UnitTypes::Terran_Bunker ||
		type == BWAPI::UnitTypes::Terran_Missile_Turret ||
		type == BWAPI::UnitTypes::Protoss_Photon_Cannon ||
		type == BWAPI::UnitTypes::Protoss_Shield_Battery;
}

// Buildings have this much extra latency after reaching 100% HP before becoming complete.
// For a friendly building, building->getRemainingBuildTime() gives the time to 100% HP only.
int UnitUtil::ExtraBuildingLatency(BWAPI::Race race)
{
    if (race == BWAPI::Races::Terran)
    {
        return 2;
    }
    if (race == BWAPI::Races::Protoss)
    {
        return 72;
    }
    // Zerg.
    return 9;
}

// This is an enemy combat unit for purposes of combat simulation.
// If it's our unit, it's better to call IsCombatSimUnit() directly with the BWAPI::Unit.
bool UnitUtil::IsCombatSimUnit(const UnitInfo & ui)
{
	UAB_ASSERT(ui.unit, "no unit");
	return ui.unit->exists()
		? UnitUtil::IsCombatSimUnit(ui.unit)
		: UnitUtil::IsCombatSimUnit(ui.type);
}

// This is a combat unit for purposes of combat simulation.
// The combat simulation does not support spells other than medic healing and stim,
// with some understanding of dark swarm, and it does not understand detectors.
// The combat sim treats carriers as the attack unit, not their interceptors (bftjoe).
bool UnitUtil::IsCombatSimUnit(BWAPI::Unit unit)
{
	if (!unit->isCompleted() ||
		!unit->isPowered() ||
        unit->isLockedDown() |
        unit->isMaelstrommed() ||
		unit->isUnderDisruptionWeb() ||
        unit->isStasised())
	{
		return false;
	}

	// A worker counts as a combat unit if it has been given an order to attack.
	if (unit->getType().isWorker())
	{
		return
			unit->getOrder() == BWAPI::Orders::AttackMove ||
			unit->getOrder() == BWAPI::Orders::AttackTile ||
			unit->getOrder() == BWAPI::Orders::AttackUnit ||
            unit->getOrder() == BWAPI::Orders::Patrol;
	}

	return IsCombatSimUnit(unit->getType());
}

// This type is a combat unit type for purposes of combat simulation.
// Call this for units which are out of sight. If it's in sight, see the above routine.
// Treat workers as non-combat units (overridden above for some workers).
bool UnitUtil::IsCombatSimUnit(BWAPI::UnitType type)
{
	if (type.isWorker())
	{
		return false;
	}

	if (type == BWAPI::UnitTypes::Protoss_Interceptor)
	{
		return false;
	}

	return
		TypeCanAttack(type) || type == BWAPI::UnitTypes::Terran_Medic;
}

// Used for our units in deciding whether the include them in a squad.
bool UnitUtil::IsCombatUnit(BWAPI::UnitType type)
{
    // No workers, buildings, or carrier interceptors (which are not controllable).
	// Buildings include static defense buildings; they are not put into squads.
	if (type.isWorker() ||
		type.isBuilding() ||
		type == BWAPI::UnitTypes::Protoss_Interceptor)  // apparently, they canAttack()
    {
        return false;
    }

	return
		type.canAttack() ||                             // includes carriers and reavers
		type.isDetector() ||
		type == BWAPI::UnitTypes::Zerg_Queen ||
		type == BWAPI::UnitTypes::Zerg_Defiler ||
		type == BWAPI::UnitTypes::Terran_Medic ||
		type == BWAPI::UnitTypes::Protoss_High_Templar ||
		type == BWAPI::UnitTypes::Protoss_Dark_Archon ||
		type.isFlyer() && type.spaceProvided() > 0;     // transports
}

bool UnitUtil::IsCombatUnit(BWAPI::Unit unit)
{
	UAB_ASSERT(unit != nullptr, "Unit was null");

	return unit && unit->isCompleted() && IsCombatUnit(unit->getType());
}

bool UnitUtil::IsSuicideUnit(BWAPI::UnitType type)
{
    return
        type == BWAPI::UnitTypes::Terran_Vulture_Spider_Mine ||
        type == BWAPI::UnitTypes::Protoss_Scarab ||
        type == BWAPI::UnitTypes::Zerg_Scourge ||
        type == BWAPI::UnitTypes::Zerg_Infested_Terran;
}

bool UnitUtil::IsSuicideUnit(BWAPI::Unit unit)
{
    return IsSuicideUnit(unit->getType());
}

// Check whether a unit is a unit we control.
// This is called only on units that we believe are ours (we may be wrong if it was mind controlled).
bool UnitUtil::IsValidUnit(BWAPI::Unit unit)
{
	return
		unit &&
		unit->exists() &&
		(unit->isCompleted() || IsMorphedBuildingType(unit->getType())) &&
		(unit->getPosition().isValid() || unit->isLoaded()) &&	// position is invalid if loaded in transport or bunker
		unit->getHitPoints() > 0 &&
		unit->getType() != BWAPI::UnitTypes::Unknown &&
		unit->getPlayer() == BWAPI::Broodwar->self();			// catches mind controlled units
}

bool UnitUtil::CanAttack(BWAPI::Unit attacker, BWAPI::Unit target)
{
	return target->isFlying() ? TypeCanAttackAir(attacker->getType()) : TypeCanAttackGround(attacker->getType());
}

bool UnitUtil::CanAttack(BWAPI::UnitType attacker, BWAPI::Unit target)
{
	return target->isFlying() ? TypeCanAttackAir(attacker) : TypeCanAttackGround(attacker);
}

// Accounts for cases where units can attack without a weapon of their own.
// Ignores spellcasters, which have limitations on their attacks.
// For example, high templar can attack air or ground mobile units, but can't attack buildings.
bool UnitUtil::CanAttack(BWAPI::UnitType attacker, BWAPI::UnitType target)
{
	return target.isFlyer() ? TypeCanAttackAir(attacker) : TypeCanAttackGround(attacker);
}

bool UnitUtil::CanAttackAir(BWAPI::Unit attacker)
{
	return TypeCanAttackAir(attacker->getType());
}

// Assume that a bunker is loaded and can shoot at air.
bool UnitUtil::TypeCanAttackAir(BWAPI::UnitType attacker)
{
	return
        attacker.airWeapon() != BWAPI::WeaponTypes::None ||
		attacker == BWAPI::UnitTypes::Terran_Bunker ||
		attacker == BWAPI::UnitTypes::Protoss_Carrier;
}

// NOTE surrenderMonkey() checks CanAttackGround() to see whether the enemy can destroy buildings.
//      Adding spellcasters to it would break that.
//      If you do that, make CanAttackBuildings() and have surrenderMonkey() call that.
bool UnitUtil::CanAttackGround(BWAPI::Unit attacker)
{
	return TypeCanAttackGround(attacker->getType());
}

// Assume that a bunker is loaded and can shoot at ground.
bool UnitUtil::TypeCanAttackGround(BWAPI::UnitType attacker)
{
	return
        attacker.groundWeapon() != BWAPI::WeaponTypes::None ||
		attacker == BWAPI::UnitTypes::Terran_Bunker ||
		attacker == BWAPI::UnitTypes::Protoss_Carrier ||
		attacker == BWAPI::UnitTypes::Protoss_Reaver;
}

// Does the unit type have any attack?
// This test has a different meaning than CanAttack(unit, target) above.
bool UnitUtil::TypeCanAttack(BWAPI::UnitType type)
{
	return TypeCanAttackGround(type) || TypeCanAttackAir(type);
}

// Damage per frame.
// NOTE This does not account for unit sizes, it's a generic "how hard does it hit?" value.
double UnitUtil::DPF(BWAPI::Unit attacker, BWAPI::Unit target)
{
	BWAPI::WeaponType weapon = GetWeapon(attacker, target);
	const int cooldown = attacker->getPlayer()->weaponDamageCooldown(attacker->getType());

	if (weapon == BWAPI::WeaponTypes::None || cooldown <= 0)
	{
		return 0.0;
	}

	return double(attacker->getPlayer()->damage(weapon)) / cooldown;
}

double UnitUtil::GroundDPF(BWAPI::Player player, BWAPI::UnitType type)
{
	BWAPI::WeaponType weapon = GetGroundWeapon(type);
	const int cooldown = player->weaponDamageCooldown(type);

	if (weapon == BWAPI::WeaponTypes::None || cooldown <= 0)
	{
		return 0.0;
	}

	return double(player->damage(weapon)) / cooldown;
}

double UnitUtil::AirDPF(BWAPI::Player player, BWAPI::UnitType type)
{
	BWAPI::WeaponType weapon = GetAirWeapon(type);
	const int cooldown = player->weaponDamageCooldown(type);

	if (weapon == BWAPI::WeaponTypes::None || cooldown <= 0)
	{
		return 0.0;
	}

	return double(player->damage(weapon)) / cooldown;
}

BWAPI::WeaponType UnitUtil::GetGroundWeapon(BWAPI::Unit attacker)
{
	return GetGroundWeapon(attacker->getType());
}

BWAPI::WeaponType UnitUtil::GetGroundWeapon(BWAPI::UnitType attacker)
{
	// We pretend that a bunker has marines in it. It's only a guess.
	if (attacker == BWAPI::UnitTypes::Terran_Bunker)
	{
		return (BWAPI::UnitTypes::Terran_Marine).groundWeapon();
	}
	if (attacker == BWAPI::UnitTypes::Protoss_Carrier)
	{
		return (BWAPI::UnitTypes::Protoss_Interceptor).groundWeapon();
	}
	if (attacker == BWAPI::UnitTypes::Protoss_Reaver)
	{
		return (BWAPI::UnitTypes::Protoss_Scarab).groundWeapon();
	}

	return attacker.groundWeapon();
}

BWAPI::WeaponType UnitUtil::GetAirWeapon(BWAPI::Unit attacker)
{
	return GetAirWeapon(attacker->getType());
}

BWAPI::WeaponType UnitUtil::GetAirWeapon(BWAPI::UnitType attacker)
{
	if (attacker == BWAPI::UnitTypes::Terran_Bunker)
	{
		return (BWAPI::UnitTypes::Terran_Marine).airWeapon();
	}
	if (attacker == BWAPI::UnitTypes::Protoss_Carrier)
	{
		return (BWAPI::UnitTypes::Protoss_Interceptor).airWeapon();
	}

	return attacker.airWeapon();
}

BWAPI::WeaponType UnitUtil::GetWeapon(BWAPI::Unit attacker, BWAPI::Unit target)
{
	return GetWeapon(attacker->getType(), target);
}

// We have to check unit->isFlying() because unitType->isFlyer() is not useful
// for a lifted terran building.
BWAPI::WeaponType UnitUtil::GetWeapon(BWAPI::UnitType attacker, BWAPI::Unit target)
{
	return target->isFlying() ? GetAirWeapon(attacker) : GetGroundWeapon(attacker);
}

BWAPI::WeaponType UnitUtil::GetWeapon(BWAPI::UnitType attacker, BWAPI::UnitType target)
{
	return target.isFlyer() ? GetAirWeapon(attacker) : GetGroundWeapon(attacker);
}

// Weapon range in pixels.
// Returns 0 if the attacker does not have a way to attack the target.
// NOTE Does not check whether our reaver, carrier, or bunker has units inside that can attack.
int UnitUtil::GetAttackRange(BWAPI::Unit attacker, BWAPI::Unit target)
{
	// Reavers, carriers, and bunkers have "no weapon" but still have an attack range.
	if (attacker->getType() == BWAPI::UnitTypes::Protoss_Reaver && !target->isFlying())
	{
		return 8 * 32;
	}
	if (attacker->getType() == BWAPI::UnitTypes::Protoss_Carrier)
	{
		return 8 * 32;
	}
	if (attacker->getType() == BWAPI::UnitTypes::Terran_Bunker)
	{
		if (attacker->getPlayer() == BWAPI::Broodwar->enemy() ||
			BWAPI::Broodwar->self()->getUpgradeLevel(BWAPI::UpgradeTypes::U_238_Shells))
		{
			return 6 * 32;
		}
		return 5 * 32;
	}

	const BWAPI::WeaponType weapon = GetWeapon(attacker, target);

	if (weapon == BWAPI::WeaponTypes::None)
	{
		return 0;
	}

	return attacker->getPlayer()->weaponMaxRange(weapon);
}

// Weapon range in pixels.
// Range is zero if the attacker cannot attack the target at all.
int UnitUtil::GetAttackRangeAssumingUpgrades(BWAPI::UnitType attacker, BWAPI::UnitType target)
{
	// Reavers, carriers, and bunkers have "no weapon" but still have an attack range.
	if (attacker == BWAPI::UnitTypes::Terran_Bunker)
	{
		return 6 * 32;
	}
	if (attacker == BWAPI::UnitTypes::Protoss_Reaver && !target.isFlyer())
	{
		return 8 * 32;
	}
	if (attacker == BWAPI::UnitTypes::Protoss_Carrier)
	{
		return 8 * 32;
	}

	BWAPI::WeaponType weapon = GetWeapon(attacker, target);
	if (weapon == BWAPI::WeaponTypes::None)
    {
        return 0;
    }

	// Assume that any upgrades are researched.
    if (attacker == BWAPI::UnitTypes::Terran_Marine)
    {
        return 5 * 32;
    }
    if (attacker == BWAPI::UnitTypes::Terran_Goliath && target.isFlyer())
    {
        return 8 * 32;
    }
    if (attacker == BWAPI::UnitTypes::Protoss_Dragoon)
	{
		return 6 * 32;
	}
	if (attacker == BWAPI::UnitTypes::Zerg_Hydralisk)
	{
        return 5 * 32;
	}

    return weapon.maxRange();
}

// Weapon range in pixels.
// The longest range at which the unit type is able to make a regular attack, assuming upgrades.
// This ignores spells--for example, yamato cannon has a longer range.
// Used in selecting enemy units for the combat sim.
int UnitUtil::GetMaxAttackRange(BWAPI::UnitType type)
{
	return std::max(
		GetAttackRangeAssumingUpgrades(type, BWAPI::UnitTypes::Terran_Marine),   // range vs. ground
		GetAttackRangeAssumingUpgrades(type, BWAPI::UnitTypes::Terran_Wraith)    // range vs. air
	);
}

// TODO Is this correct for reavers?
int UnitUtil::GroundCooldownLeft(BWAPI::Unit attacker)
{
	return attacker->getGroundWeaponCooldown();
}

int UnitUtil::AirCooldownLeft(BWAPI::Unit attacker)
{
	return attacker->getAirWeaponCooldown();
}

int UnitUtil::CooldownLeft(BWAPI::Unit attacker, BWAPI::Unit target)
{
	return target->isFlying() ? AirCooldownLeft(attacker) : GroundCooldownLeft(attacker);
}

// Assuming the target is stationary, how many frames will it take us to get close enough to attack?
int UnitUtil::FramesToReachAttackRange(BWAPI::Unit attacker, BWAPI::Unit target)
{
	double speed = attacker->getPlayer()->topSpeed(attacker->getType());
	UAB_ASSERT(speed > 0, "can't move");

	int distanceToFiringRange = std::max(attacker->getDistance(target) - UnitUtil::GetAttackRange(attacker, target), 0);

	return int(std::round(double(distanceToFiringRange) / speed));
}

// The damage the attacker's weapon will do to a worker. It's good for any small unit.
// Ignores:
// - the attacker's weapon upgrades (easy to include)
// - the defender's armor/shield upgrades (a bit complicated for probes)
// Used in worker self-defense. It's usually good enough for that.
// NOTE That worker self-defense feature is currently turned off.
int UnitUtil::GetWeaponDamageToWorker(BWAPI::Unit attacker)
{
	// Workers will be the same, so use an SCV as a representative worker.
	const BWAPI::UnitType workerType = BWAPI::UnitTypes::Terran_SCV;

	BWAPI::WeaponType weapon = UnitUtil::GetWeapon(attacker->getType(), workerType);

	if (weapon == BWAPI::WeaponTypes::None)
	{
		return 0;
	}

	int damage = weapon.damageAmount();

	if (weapon.damageType() == BWAPI::DamageTypes::Explosive)
	{
		return damage / 2;
	}

	// Assume it is Normal or Concussive damage, though there are other possibilities.
	return damage;
}

// Check whether the unit type can hit targets that are covered by dark swarm.
// A ranged unit can do no direct damage under swarm, only splash damage.
// NOTE Spells work under dark swarm. This routine doesn't handle that.
bool UnitUtil::HitsUnderSwarm(BWAPI::UnitType type)
{
    if (type.isWorker() || type.isBuilding())
    {
        // Workers cannot cause damage under swarm, though they have melee range.
        // No defensive buildings can hit under dark swarm, except a bunker containing firebats.
        // We ignore the bunker exception.
        return false;
    }

    if (type == BWAPI::UnitTypes::Terran_Siege_Tank_Siege_Mode ||
        type == BWAPI::UnitTypes::Protoss_Reaver ||
        type == BWAPI::UnitTypes::Protoss_Archon ||
        type == BWAPI::UnitTypes::Zerg_Lurker)
    {
        // Ranged units that do splash damage.
        return true;
    }

    if (type.groundWeapon() == BWAPI::WeaponTypes::None ||
        type.groundWeapon().maxRange() > 32)
    {
        // Units that can't attack ground, plus non-splash ranged units.
        return false;
    }

    // Spider mines, firebats, zealots, zerglings, etc.
    return true;
}

// Check whether the unit can hit targets that are covered by dark swarm.
bool UnitUtil::HitsUnderSwarm(BWAPI::Unit unit)
{
    return HitsUnderSwarm(unit->getType());
}

// The unit has an order that might lead it to attack.
// NOTE The list may be incomplete. It also deliberately ignores spell casting.
// NOTE A spider mine has order VultureMine no matter what it is doing.
bool UnitUtil::AttackOrder(BWAPI::Unit unit)
{
	BWAPI::Order order = unit->getOrder();
	return
		order == BWAPI::Orders::AttackMove ||
		order == BWAPI::Orders::AttackTile ||
		order == BWAPI::Orders::AttackUnit ||
		order == BWAPI::Orders::Patrol ||
		order == BWAPI::Orders::InterceptorAttack ||
		order == BWAPI::Orders::ScarabAttack;
}

// The unit has an order associated with mining minerals
// (though it might be doing something else in certain cases).
bool UnitUtil::MineralOrder(BWAPI::Unit unit)
{
    BWAPI::Order order = unit->getOrder();
    return
        order == BWAPI::Orders::MoveToMinerals ||
        order == BWAPI::Orders::WaitForMinerals ||
        order == BWAPI::Orders::MiningMinerals ||
        order == BWAPI::Orders::ReturnMinerals ||
        order == BWAPI::Orders::ResetCollision;
}

// The unit has an order associated with mining gas
// (though it might be doing something else in certain cases).
bool UnitUtil::GasOrder(BWAPI::Unit unit)
{
    BWAPI::Order order = unit->getOrder();
    return
        order == BWAPI::Orders::MoveToGas ||
        order == BWAPI::Orders::WaitForGas ||
        order == BWAPI::Orders::HarvestGas ||
        order == BWAPI::Orders::ReturnGas ||
        order == BWAPI::Orders::ResetCollision;
}

// Return the unit or building's detection range in tiles, 0 if it is not a detector.
// Detection range is independent of sight range. To detect a cloaked enemy, you
// need to see it also: Any unit in sight range of it, plus a detector in detection range.
// Sight also depends on high/low ground.
int UnitUtil::GetDetectionRange(BWAPI::UnitType type)
{
	if (type.isDetector())
	{
		if (type.isBuilding())
		{
			return 7;
		}
		return 11;
	}
	return 0;
}

// Can the enemy detect a unit at this position?
// This is nearly accurate for known enemy detectors, possibly off at the edges.
// It doesn't try to check whether the enemy can see the unit, which is independent of detection.
// E.g., a lurker on a cliff might be detected but safe because it is unseen.
bool UnitUtil::EnemyDetectorInRange(BWAPI::Position pos)
{
    if (the.airAttacks.at(pos))
    {
        // For turrets, cannons, spore colonies: attack range == detection range.
        return true;
    }

    return nullptr != BWAPI::Broodwar->getClosestUnit(
        pos,
        BWAPI::Filter::IsDetector && BWAPI::Filter::IsEnemy && BWAPI::Filter::IsFlyer && !BWAPI::Filter::IsBlind,
        11 * 32
    );
}

bool UnitUtil::EnemyDetectorInRange(BWAPI::Unit unit)
{
    return EnemyDetectorInRange(unit->getPosition());
}

// Only our incomplete units.
int UnitUtil::GetUncompletedUnitCount(BWAPI::UnitType type)
{
	int count = 0;
	for (BWAPI::Unit unit : BWAPI::Broodwar->self()->getUnits())
	{
		// Units in the egg.
		if (unit->getType() == BWAPI::UnitTypes::Zerg_Egg && unit->getBuildType() == type)
		{
			count += type.isTwoUnitsInOneEgg() ? 2 : 1;
		}

		// Lurkers in the egg.
		else if (unit->getType() == BWAPI::UnitTypes::Zerg_Lurker_Egg && type == BWAPI::UnitTypes::Zerg_Lurker)
		{
			++count;
		}

		// Guardians or devourers in the cocoon.
		else if (unit->getType() == BWAPI::UnitTypes::Zerg_Cocoon && unit->getBuildType() == type)
		{
			++count;
		}

		// case where a building has started constructing a unit but it doesn't yet have a unit associated with it
		else if (unit->getRemainingTrainTime() > 0)
		{
			BWAPI::UnitType trainType = unit->getLastCommand().getUnitType();

			// NOTE Comparing the time like this could lead to miscounts if units start simultaneously.
			//      But the original UAlbertaBot production system does not start units simultaneously.
			if (trainType == type && unit->getRemainingTrainTime() == trainType.buildTime())
			{
				++count;
			}
		}

		// The basic case. Includes morphing buildings.
		else if (unit->getType() == type && !unit->isCompleted())
		{
			++count;
		}
	}

	return count;
}

// Mobilize the unit if it is immobile: A sieged tank or a burrowed zerg unit.
// Return whether any action was taken.
bool UnitUtil::MobilizeUnit(BWAPI::Unit unit)
{
	if (unit->getType() == BWAPI::UnitTypes::Terran_Siege_Tank_Siege_Mode && unit->canUnsiege())
	{
		return unit->unsiege();
	}
	if (unit->canUnburrow() &&
		!unit->isIrradiated() &&
		(double(unit->getHitPoints()) / double(unit->getType().maxHitPoints()) > 0.25))  // very weak units stay burrowed
	{
        //BWAPI::Broodwar->printf("mobilize %s %d", UnitTypeName(unit).c_str(), unit->getID());
		return the.micro.Unburrow(unit);
	}
	return false;
}

// Immobilize the unit: Siege a tank, burrow a lurker. Otherwise do nothing.
// Return whether any action was taken.
// NOTE This used to be used, but turned out to be a bad idea in that use.
bool UnitUtil::ImmobilizeUnit(BWAPI::Unit unit)
{
	if (unit->getType() == BWAPI::UnitTypes::Terran_Siege_Tank_Tank_Mode && unit->canSiege())
	{
		return unit->siege();
	}
	if (unit->canBurrow() &&
		(unit->getType() == BWAPI::UnitTypes::Zerg_Lurker || unit->isIrradiated()))
	{
		return the.micro.Burrow(unit);
	}
	return false;
}
