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CreepyBot.py
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CreepyBot.py
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"""
Bot name: CreepyBot
Bot author: BuRny (or BurnySc2)
Bot version: v1.0
Bot date (YYYY-MM-DD): 2018-06-17
This bot was made by BuRny for the "KOTN: Probots" tournament
https://eschamp.challonge.com/Probot1
Homepage: https://github.com/BurnySc2
"""
# pylint: disable=E0602
"""ylint: disable=E0001
ylint: disable=C, E0602, W0612, W0702, W0621, R0912, R0915, W0603
add a "p"
"""
import random, json, time
from collections import OrderedDict
# download maps from https://github.com/Blizzard/s2client-proto#map-packs
# import os # load text file
import math # distance calculation
# import re # parsing build orders from text file
from sc2.unit import Unit
from sc2.units import Units
from sc2.data import race_gas, race_worker, race_townhalls, ActionResult, Attribute, Race
import sc2 # pip install sc2
from sc2 import Race, Difficulty
from sc2.constants import * # for autocomplete
from sc2.ids.unit_typeid import *
from sc2.ids.ability_id import *
from sc2.position import Point2, Point3
from sc2.player import Bot, Computer, Human
# from zerg.zerg_rush import ZergRushBot
# from protoss.cannon_rush import CannonRushBot
class ManageThreats(object):
def __init__(self, client, game_data):
# usage:
# self.defenseGroup = ManageThreats(self._client, self._game_data)
# class data:
self._client = client
self._game_data = game_data
self.threats = {}
self.assignedUnitsTags = set()
self.unassignedUnitsTags = set()
# customizable parameters upon instance creation
self.retreatLocations = None # retreat to the nearest location if hp percentage reached below "self.retreatWhenHp"
self.retreatWhenHp = 0 # make a unit micro and retreat when this HP percentage is reached
self.attackLocations = None # attack any of these locations if there are no threats
self.treatThreatsAsAllies = False # if True, will mark threats as allies and tries to protect them instead
# self.defendRange = 5 # if a unit is in range within 5 of any of the threats, attack them
self.clumpUpEnabled = False
self.clumpDistance = 7 # not yet tested - sums up the distance to the center of the unit-ball, if too far away and not engaged with enemy: will make them clump up before engaging again
self.maxAssignedPerUnit = 10 # the maximum number of units that can be assigned per enemy unit / threat
self.leader = None # will be automatically assigned if "self.attackLocations" is not None
availableModes = ["closest", "distributeEqually"] # todo: focus fire
self.mode = "closest"
def addThreat(self, enemies):
if isinstance(enemies, Units):
for unit in enemies:
self.addThreat(unit)
elif isinstance(enemies, Unit):
self.addThreat(enemies.tag)
elif isinstance(enemies, int):
if enemies not in self.threats:
self.threats[enemies] = set()
def clearThreats(self, threats=None):
# accepts None, integer or iterable (with tags) as argument
if threats is None:
threats = self.threats
elif isinstance(threats, int):
threats = set([threats])
# check for dead threats:
for threat in threats:
if threat in self.threats:
unitsThatNowHaveNoTarget = self.threats.pop(threat) # remove and return the set
self.assignedUnitsTags -= unitsThatNowHaveNoTarget
self.unassignedUnitsTags |= unitsThatNowHaveNoTarget # append the tags to unassignedUnits
def addDefense(self, myUnits):
if isinstance(myUnits, Units):
for unit in myUnits:
self.addDefense(unit)
elif isinstance(myUnits, Unit):
self.addDefense(myUnits.tag)
elif isinstance(myUnits, int):
if myUnits not in self.assignedUnitsTags:
self.unassignedUnitsTags.add(myUnits)
def removeDefense(self, myUnits):
if isinstance(myUnits, Units):
for unit in myUnits:
self.removeDefense(unit)
elif isinstance(myUnits, Unit):
self.removeDefense(myUnits.tag)
elif isinstance(myUnits, int):
self.assignedUnitsTags.discard(myUnits)
self.unassignedUnitsTags.discard(myUnits)
for key in self.threats.keys():
self.threats[key].discard(myUnits)
def setRetreatLocations(self, locations, removePreviousLocations=False):
if self.retreatLocations is None or removePreviousLocations:
self.retreatLocations = []
if isinstance(locations, list):
# we assume this is a list of points or units
for location in locations:
self.retreatLocations.append(location.position.to2)
else:
self.retreatLocations.append(location.position.to2)
def unassignUnit(self, myUnit):
for key, value in self.threats.items():
# if myUnit.tag in value:
value.discard(myUnit.tag)
# break
self.unassignedUnitsTags.add(myUnit.tag)
self.assignedUnitsTags.discard(myUnit.tag)
def getThreatTags(self):
"""Returns a set of unit tags that are considered as threats
Returns:
set -- set of enemy unit tags
"""
return set(self.threats.keys())
def getMyUnitTags(self):
"""Returns a set of tags that are in this group
Returns:
set -- set of my unit tags
"""
return self.assignedUnitsTags | self.unassignedUnitsTags
def centerOfUnits(self, units):
if isinstance(units, list):
units = Units(units, self._game_data)
assert isinstance(units, Units)
assert units.exists
if len(units) == 1:
return units[0].position.to2
coordX = sum([unit.position.x for unit in units]) / len(units)
coordY = sum([unit.position.y for unit in units]) / len(units)
return Point2((coordX, coordY))
async def update(self, myUnitsFromState, enemyUnitsFromState, enemyStartLocations, iteration):
# example usage: attackgroup1.update(self.units, self.known_enemy_units, self.enemy_start_locations, iteration)
assignedUnits = myUnitsFromState.filter(lambda x:x.tag in self.assignedUnitsTags)
unassignedUnits = myUnitsFromState.filter(lambda x:x.tag in self.unassignedUnitsTags)
if not self.treatThreatsAsAllies:
threats = enemyUnitsFromState.filter(lambda x:x.tag in self.threats)
else:
threats = myUnitsFromState.filter(lambda x:x.tag in self.threats)
aliveThreatTags = {x.tag for x in threats}
deadThreatTags = {k for k in self.threats.keys() if k not in aliveThreatTags}
# check for dead threats:
self.clearThreats(threats=deadThreatTags)
# check for dead units:
self.assignedUnitsTags = {x.tag for x in assignedUnits}
self.unassignedUnitsTags = {x.tag for x in unassignedUnits}
# update dead assigned units inside the dicts
for key in self.threats.keys():
values = self.threats[key]
self.threats[key] = {x for x in values if x in self.assignedUnitsTags}
# if self.treatThreatsAsAllies:
# print("supportgroup threat tags:", self.getThreatTags())
# print("supportgroup existing threats:", threats)
# for k,v in self.threats.items():
# print(k,v)
# print("supportgroup units unassigned:", unassignedUnits)
# print("supportgroup units assigned:", assignedUnits)
canAttackAir = [QUEEN, CORRUPTOR]
canAttackGround = [ROACH, BROODLORD, QUEEN, ZERGLING]
recentlyAssigned = set()
# assign unassigned units a threat # TODO: attackmove on the position or attack the unit?
for unassignedUnit in unassignedUnits.filter(lambda x:x.health / x.health_max > self.retreatWhenHp):
# if self.retreatLocations is not None and unassignedUnit.health / unassignedUnit.health_max < self.retreatWhenHp:
# continue
# if len(unassignedUnit.orders) == 1 and unassignedUnit.orders[0].ability.id in [AbilityId.ATTACK]:
# continue
if not threats.exists:
if self.attackLocations is not None and unassignedUnit.is_idle:
await self.do(unassignedUnit.move(random.choice(self.attackLocations)))
else:
# filters threats if current looped unit can attack air (and enemy is flying) or can attack ground (and enemy is ground unit)
# also checks if current unit is in threats at all and if the maxAssigned is not overstepped
filteredThreats = threats.filter(lambda x: x.tag in self.threats and len(self.threats[x.tag]) < self.maxAssignedPerUnit and ((x.is_flying and unassignedUnit.type_id in canAttackAir) or (not x.is_flying and unassignedUnit.type_id in canAttackGround)))
chosenTarget = None
if not filteredThreats.exists and threats.exists:
chosenTarget = threats.random # for units like viper which cant attack, they will just amove there
elif self.mode == "closest":
# TODO: only attack units that this unit can actually attack, like dont assign air if it cant shoot up
if filteredThreats.exists:
# only assign targets if there are any threats left
chosenTarget = filteredThreats.closest_to(unassignedUnit)
elif self.mode == "distributeEqually":
threatTagWithLeastAssigned = min([[x, len(y)] for x, y in self.threats.items()], key=lambda q: q[1])
# if self.treatThreatsAsAllies:
# print("supportgroup least assigned", threatTagWithLeastAssigned)
# if self.treatThreatsAsAllies:
# print("supportgroup filtered threats", filteredThreats)
if filteredThreats.exists:
# only assign target if there are any threats remaining that have no assigned allied units
chosenTarget = filteredThreats.find_by_tag(threatTagWithLeastAssigned[0])
# if self.treatThreatsAsAllies:
# print("supportgroup chosen target", chosenTarget)
else:
chosenTarget = random.choice(threats)
if chosenTarget is not None:
# add unit to assigned target
self.unassignedUnitsTags.discard(unassignedUnit.tag)
self.assignedUnitsTags.add(unassignedUnit.tag)
self.threats[chosenTarget.tag].add(unassignedUnit.tag)
recentlyAssigned.add(unassignedUnit.tag)
# threats.remove(chosenTarget)
unassignedUnits.remove(unassignedUnit)
assignedUnits.append(unassignedUnit)
if unassignedUnit.distance_to(chosenTarget) > 3:
# amove towards target when we want to help allied units
await self.do(unassignedUnit.attack(chosenTarget.position))
break # iterating over changing list
# if self.treatThreatsAsAllies and len(recentlyAssigned) > 0:
# print("supportgroup recently assigned", recentlyAssigned)
clumpedUnits = False
if assignedUnits.exists and self.clumpUpEnabled:
amountUnitsInDanger = [threats.closer_than(10, x).exists for x in assignedUnits].count(True)
# print("wanting to clump up")
if amountUnitsInDanger < assignedUnits.amount / 5: # if only 10% are in danger, then its worth the risk to clump up again
# make all units clump up more until trying to push / attack again
center = self.centerOfUnits(assignedUnits)
distanceSum = 0
for u in assignedUnits:
distanceSum += u.distance_to(center)
distanceSum /= assignedUnits.amount
if distanceSum > self.clumpDistance:
clumpedUnits = True
for unit in assignedUnits:
await self.do(unit.attack(center))
if not clumpedUnits:
for unit in assignedUnits:
if unit.tag in recentlyAssigned:
continue
# # move close to leader if he exists and if unit is far from leader
# if self.attackLocations is not None \
# and leader is not None \
# and unit.tag != leader.tag \
# and (unit.is_idle or len(unit.orders) == 1 and unit.orders[0].ability.id in [AbilityId.MOVE]) \
# and unit.distance_to(leader) > self.clumpDistance:
# await self.do(unit.attack(leader.position))
# if unit is idle or move commanding, move directly to target, if close to target, amove
if unit.is_idle or len(unit.orders) == 1 and unit.orders[0].ability.id in [AbilityId.MOVE]:
assignedTargetTag = next((k for k,v in self.threats.items() if unit.tag in v), None)
if assignedTargetTag is not None:
assignedTarget = threats.find_by_tag(assignedTargetTag)
if assignedTarget is None:
self.unassignUnit(unit)
elif assignedTarget.distance_to(unit) <= 13 or threats.filter(lambda x: x.distance_to(unit) < 13).exists:
await self.do(unit.attack(assignedTarget.position))
elif assignedTarget.distance_to(unit) > 13 and unit.is_idle and unit.tag != assignedTarget.tag:
await self.do(unit.attack(unit.position.to2.towards(assignedTarget.position.to2, 20))) # move follow command
else:
self.unassignUnit(unit)
# # if unit.is_idle:
# # self.unassignUnit(unit)
# elif len(unit.orders) == 1 and unit.orders[0].ability.id in [AbilityId.MOVE]:
# # make it amove again
# for key, value in self.threats.items():
# if unit.tag in value:
# assignedTargetTag = key
# assignedTarget = threats.find_by_tag(assignedTargetTag)
# if assignedTarget is None:
# continue
# # self.unassignUnit(unit)
# elif assignedTarget.distance_to(unit) <= 13:
# await self.do(unit.attack(assignedTarget.position))
# break
# # elif assignedTarget.distance_to(unit) > 13:
# # await self.do(unit.move(assignedTarget))
# move to retreatLocation when there are no threats or when a unit is low hp
if self.retreatLocations is not None and not threats.exists and iteration % 20 == 0:
for unit in unassignedUnits.idle:
closestRetreatLocation = unit.position.to2.closest(self.retreatLocations)
if unit.distance_to(closestRetreatLocation) > 10:
await self.do(unit.move(closestRetreatLocation))
# move when low hp
elif self.retreatLocations is not None and self.retreatWhenHp != 0:
for unit in (assignedUnits | unassignedUnits).filter(lambda x:x.health / x.health_max < self.retreatWhenHp):
closestRetreatLocation = unit.position.to2.closest(self.retreatLocations)
if unit.distance_to(closestRetreatLocation) > 6:
await self.do(unit.move(closestRetreatLocation))
async def do(self, action):
r = await self._client.actions(action, game_data=self._game_data)
return r
class CreepyBot(sc2.BotAI):
def __init__(self):
self.reservedWorkers = []
self.queensAssignedHatcheries = {} # contains a list of queen: hatchery assignments (for injects)
self.workerProductionEnabled = []
self.armyProductionEnabled = []
self.queenProductionEnabled = []
self.haltRedistributeWorkers = False
# following are default TRUE:
self.enableCreepSpread = True
self.enableInjects = True
self.getLingSpeed = False
self.enableMakingRoaches = True
self.getRoachBurrowAndBurrow = True # researches burrow and roach burrow move
self.waitForRoachBurrowBeforeAttacking = True # if this is True, set the above to True also
self.enableLateGame = True
self.waitForBroodlordsBeforeAttacking = False # if this is True, set the above to True also
self.allowedToResupplyAttackGroups = False
# the bot will try to make corruptor in this ratio now
self.corruptorRatioFactor = 3
self.broodlordRatioFactor = 3
self.viperRatioFactor = 1
# required for overlord production
self.larvaPerHatch = 1 / 11 # 1 larva every 11 secs
self.larvaPerInject = 3 / 40 # 1 larva every 40 secs
self.nextExpansionInfo = {
# "workerTag": workerId,
# "location": nextExpansionLocation,
}
self.opponentInfo = {
"spawnLocation": None, # for 4player maps
"expansions": [], # stores a list of Point2 objects of expansions
"expansionsTags": set(), # stores the expansions above as tags so we dont count them double
"furthestAwayExpansion": None, # stores the expansion furthest away - important for spine crawler and pool placement
"race": None,
"armyTagsScouted": [], # list of dicts with entries: {"tag": 123, "scoutTime": 15.6, "supply": 2}
"armySupplyScouted": 0,
"armySupplyScoutedClose": 0,
"armySupplyVisible": 0,
"scoutingUnitsNeeded": 0,
}
self.myDefendGroup = None
self.myAttackGroup = None
self.mySupportGroup = None
self.droneLimit = 80 # how many drones to have at late game
self.defendRangeToTownhalls = 30 # how close the enemy has to be before defenses are alerted
self.priotizeFirstNQueens = 4
self.totalQueenLimit = 6 # dont have to change it, instead change the two lines below to set the queen limit before/after GREATERSPIRE tech
self.totalEarlyGameQueenLimit = 8
self.totalLateGameQueenLimit = 25
self.injectQueenLimit = 4 # how many queens will be injecting until we have a greater spire?
self.stopMakingNewTumorsWhenAtCoverage = 0.3 # stops queens from putting down new tumors and save up transfuse energy
self.creepTargetDistance = 15 # was 10
self.creepTargetCountsAsReachedDistance = 10 # was 25
self.creepSpreadInterval = 10
self.injectInterval = 100
self.workerTransferInterval = 10
self.buildStuffInverval = 2 # was 4
self.microInterval = 1 # was 3
self.prepareStart2Ran = False
async def _prepare_start2(self):
# print("distance to closest mineral field:", self.state.mineral_field.closest_to(self.townhalls.random).distance_to(self.townhalls.random))
# is about 6.0
self.prepareStart2Ran = True
# find start locations so creep tumors dont block it
if self.enableCreepSpread:
await self.findExactExpansionLocations()
# split workers to closest mineral field
if self.townhalls.exists:
mfs = self.state.mineral_field.closer_than(10, self.townhalls.random)
for drone in self.units(DRONE):
await self.do(drone.gather(mfs.closest_to(drone)))
# set amount of spawn locations
self.opponentInfo["scoutingUnitsNeeded"] = len(self.enemy_start_locations)
if self.townhalls.exists:
self.opponentInfo["furthestAwayExpansion"] = self.townhalls.random.position.to2.closest(self.enemy_start_locations)
# a = self.state.units.filter(lambda x: x.name == "DestructibleRockEx16x6")
# print(a)
# print(a.random)
# print(vars(a.random))
# print(a.random._type_data)
# print(vars(a.random._type_data))
# print(a.random._game_data)
# print(vars(a.random._game_data))
def getTimeInSeconds(self):
# returns real time if game is played on "faster"
return self.state.game_loop * 0.725 * (1/16)
def getUnitInfo(self, unit, field="food_required"):
# get various unit data, see list below
# usage: getUnitInfo(ROACH, "mineral_cost")
assert isinstance(unit, (Unit, UnitTypeId))
if isinstance(unit, Unit):
# unit = unit.type_id
unit = unit._type_data._proto
else:
unit = self._game_data.units[unit.value]._proto
# unit = self._game_data.units[unit.value]
# print(vars(unit)) # uncomment to get the list below
if hasattr(unit, field):
return getattr(unit, field)
else:
return None
"""
name: "Drone"
available: true
cargo_size: 1
attributes: Light
attributes: Biological
movement_speed: 2.8125
armor: 0.0
weapons {
type: Ground
damage: 5.0
attacks: 1
range: 0.10009765625
speed: 1.5
}
mineral_cost: 50
vespene_cost: 0
food_required: 1.0
ability_id: 1342
race: Zerg
build_time: 272.0
sight_range: 8.0
"""
def convertWeaponInfo(self, info):
types = {1: "ground", 2: "air", 3:"any"}
if info is None:
return None
returnDict = {
"type": types[info.type],
"damage": info.damage,
"attacks": info.attacks,
"range": info.range,
"speed": info.speed,
"dps": info.damage * info.attacks / info.speed
}
if hasattr(info, "damage_bonus"):
bonus = info.damage_bonus
try:
# TODO: try to get rid of try / except and change attribute to "light" or "armored" etc
returnDict["bonusAttribute"] = bonus[0].attribute
returnDict["bonusDamage"] = bonus[0].bonus
except: pass
return returnDict
def getSpecificUnitInfo(self, unit, query="dps"):
# usage: print(self.getSpecificUnitInfo(self.units(DRONE).random)[0]["dps"])
if query == "dps":
unitInfo = self.getUnitInfo(unit, "weapons")
if unitInfo is None:
return None, None
weaponInfos = []
for weapon in unitInfo:
weaponInfos.append(self.convertWeaponInfo(weapon))
if len(weaponInfos) == 0:
return [{"dps": 0}]
return weaponInfos
def centerOfUnits(self, units):
if isinstance(units, list):
units = Units(units, self._game_data)
assert isinstance(units, Units)
assert units.exists
if len(units) == 1:
return units[0].position.to2
coordX = sum([unit.position.x for unit in units]) / len(units)
coordY = sum([unit.position.y for unit in units]) / len(units)
return Point2((coordX, coordY))
# def findUnitGroup(self, unit, unitsCloseTo, maxDistanceToOtherUnits=30, minSupply=0, excludeUnits=None):
# # group clustering https://mubaris.com/2017/10/01/kmeans-clustering-in-python/
# # actually this function is not really related to that algorithm
# # this function takes two required arguments
# # unit - a unit spotted, e.g. enemy unit closest to a friendly building
# # unitsCloseTo - a group of units, e.g. self.units(ROACH) | self.units(HYDRA)
# # or self.state.units.enemy.not_structure
# assert isinstance(unitsCloseTo, Units)
# if unitsCloseTo.amount == 0:
# return []
# unitGroup = unitsCloseTo.closer_than(maxDistanceToOtherUnits, unit.position)
# if excludeUnits != None:
# assert isinstance(excludeUnits, Units)
# unitGroup - excludeUnits
# if minSupply > 0:
# supply = sum([self.getUnitInfo(x, "food_required") for x in unitGroup])
# if minSupply > supply:
# return self.units(QUEEN).not_ready # empty units list, idk how to create an empty one :(
# return unitGroup
# def unitsFromList(self, lst):
# assert isinstance(lst, list)
# if len(lst) == 0:
# # return self.units(QUEEN).not_ready
# return Units([], self._game_data)
# # elif len(lst) == 1:
# # return lst[0]
# else:
# # returnUnits = self.units(QUEEN).not_ready
# returnUnits = Units([], self._game_data)
# for entry in lst:
# returnUnits = returnUnits | entry
# return returnUnits
async def findExactExpansionLocations(self):
# execute this on start, finds all expansions where creep tumors should not be build near
self.exactExpansionLocations = []
for loc in self.expansion_locations.keys():
self.exactExpansionLocations.append(await self.find_placement(HATCHERY, loc, minDistanceToResources=5.5, placement_step=1)) # TODO: change mindistancetoresource so that a hatch still has room to be built
async def assignWorkerRallyPoint(self):
if hasattr(self, "hatcheryRallyPointsSet"):
for hatch in self.townhalls:
if hatch.tag not in self.hatcheryRallyPointsSet:
# abilities = await self.get_available_abilities(hatch)
# if RALLY_HATCHERY_WORKERS in abilities:
# rally workers to nearest mineral field
mf = self.state.mineral_field.closest_to(hatch.position.to2.offset(Point2((0, -3))))
err = await self.do(hatch(RALLY_WORKERS, mf))
if not err:
mfs = self.state.mineral_field.closer_than(10, hatch.position.to2)
if mfs.exists:
loc = self.centerOfUnits(mfs)
err = await self.do(hatch(RALLY_UNITS, loc))
if not err:
self.hatcheryRallyPointsSet[hatch.tag] = loc
else:
self.hatcheryRallyPointsSet = {}
def assignQueen(self, maxAmountInjectQueens=5):
# # list of all alive queens and bases, will be used for injecting
if not hasattr(self, "queensAssignedHatcheries"):
self.queensAssignedHatcheries = {}
if maxAmountInjectQueens == 0:
self.queensAssignedHatcheries = {}
# if queen is done, move it to the closest hatch/lair/hive that doesnt have a queen assigned
queensNoInjectPartner = self.units(QUEEN).filter(lambda q: q.tag not in self.queensAssignedHatcheries.keys())
basesNoInjectPartner = self.townhalls.filter(lambda h: h.tag not in self.queensAssignedHatcheries.values() and h.build_progress > 0.8)
for queen in queensNoInjectPartner:
if basesNoInjectPartner.amount == 0:
break
closestBase = basesNoInjectPartner.closest_to(queen)
self.queensAssignedHatcheries[queen.tag] = closestBase.tag
basesNoInjectPartner = basesNoInjectPartner - [closestBase]
break # else one hatch gets assigned twice
async def doQueenInjects(self, iteration):
# list of all alive queens and bases, will be used for injecting
aliveQueenTags = [queen.tag for queen in self.units(QUEEN)] # list of numbers (tags / unit IDs)
aliveBasesTags = [base.tag for base in self.townhalls]
# make queens inject if they have 25 or more energy
toRemoveTags = []
if hasattr(self, "queensAssignedHatcheries"):
for queenTag, hatchTag in self.queensAssignedHatcheries.items():
# queen is no longer alive
if queenTag not in aliveQueenTags:
toRemoveTags.append(queenTag)
continue
# hatchery / lair / hive is no longer alive
if hatchTag not in aliveBasesTags:
toRemoveTags.append(queenTag)
continue
# queen and base are alive, try to inject if queen has 25+ energy
queen = self.units(QUEEN).find_by_tag(queenTag)
hatch = self.townhalls.find_by_tag(hatchTag)
if hatch.is_ready:
if queen.energy >= 25 and queen.is_idle and not hatch.has_buff(QUEENSPAWNLARVATIMER):
await self.do(queen(EFFECT_INJECTLARVA, hatch))
else:
if iteration % self.injectInterval == 0 and queen.is_idle and queen.position.distance_to(hatch.position) > 10:
await self.do(queen(AbilityId.MOVE, hatch.position.to2))
# clear queen tags (in case queen died or hatch got destroyed) from the dictionary outside the iteration loop
for tag in toRemoveTags:
self.queensAssignedHatcheries.pop(tag)
async def findCreepPlantLocation(self, targetPositions, castingUnit, minRange=None, maxRange=None, stepSize=1, onlyAttemptPositionsAroundUnit=False, locationAmount=32, dontPlaceTumorsOnExpansions=True):
"""function that figures out which positions are valid for a queen or tumor to put a new tumor
Arguments:
targetPositions {set of Point2} -- For me this parameter is a set of Point2 objects where creep should go towards
castingUnit {Unit} -- The casting unit (queen or tumor)
Keyword Arguments:
minRange {int} -- Minimum range from the casting unit's location (default: {None})
maxRange {int} -- Maximum range from the casting unit's location (default: {None})
onlyAttemptPositionsAroundUnit {bool} -- if True, it will only attempt positions around the unit (ideal for tumor), if False, it will attempt a lot of positions closest from hatcheries (ideal for queens) (default: {False})
locationAmount {int} -- a factor for the amount of positions that will be attempted (default: {50})
dontPlaceTumorsOnExpansions {bool} -- if True it will sort out locations that would block expanding there (default: {True})
Returns:
list of Point2 -- a list of valid positions to put a tumor on
"""
assert isinstance(castingUnit, Unit)
positions = []
ability = self._game_data.abilities[ZERGBUILD_CREEPTUMOR.value]
if minRange is None: minRange = 0
if maxRange is None: maxRange = 500
# get positions around the casting unit
positions = self.getPositionsAroundUnit(castingUnit, minRange=minRange, maxRange=maxRange, stepSize=stepSize, locationAmount=locationAmount)
# stop when map is full with creep
if len(self.positionsWithoutCreep) == 0:
return None
# filter positions that would block expansions
if dontPlaceTumorsOnExpansions and hasattr(self, "exactExpansionLocations"):
positions = [x for x in positions if self.getHighestDistance(x.closest(self.exactExpansionLocations), x) > 3]
# TODO: need to check if this doesnt have to be 6 actually
# this number cant also be too big or else creep tumors wont be placed near mineral fields where they can actually be placed
# check if any of the positions are valid
validPlacements = await self._client.query_building_placement(ability, positions)
# filter valid results
validPlacements = [p for index, p in enumerate(positions) if validPlacements[index] == ActionResult.Success]
allTumors = self.units(CREEPTUMOR) | self.units(CREEPTUMORBURROWED) | self.units(CREEPTUMORQUEEN)
# usedTumors = allTumors.filter(lambda x:x.tag in self.usedCreepTumors)
unusedTumors = allTumors.filter(lambda x:x.tag not in self.usedCreepTumors)
if castingUnit is not None and castingUnit in allTumors:
unusedTumors = unusedTumors.filter(lambda x:x.tag != castingUnit.tag)
# filter placements that are close to other unused tumors
if len(unusedTumors) > 0:
validPlacements = [x for x in validPlacements if x.distance_to(unusedTumors.closest_to(x)) >= 10]
validPlacements.sort(key=lambda x: x.distance_to(x.closest(self.positionsWithoutCreep)), reverse=False)
if len(validPlacements) > 0:
return validPlacements
return None
def getManhattanDistance(self, unit1, unit2):
assert isinstance(unit1, (Unit, Point2, Point3))
assert isinstance(unit2, (Unit, Point2, Point3))
if isinstance(unit1, Unit):
unit1 = unit1.position.to2
if isinstance(unit2, Unit):
unit2 = unit2.position.to2
return abs(unit1.x - unit2.x) + abs(unit1.y - unit2.y)
def getHighestDistance(self, unit1, unit2):
# returns just the highest distance difference, return max(abs(x2-x1), abs(y2-y1))
# required for creep tumor placement
assert isinstance(unit1, (Unit, Point2, Point3))
assert isinstance(unit2, (Unit, Point2, Point3))
if isinstance(unit1, Unit):
unit1 = unit1.position.to2
if isinstance(unit2, Unit):
unit2 = unit2.position.to2
return max(abs(unit1.x - unit2.x), abs(unit1.y - unit2.y))
def getPositionsAroundUnit(self, unit, minRange=0, maxRange=500, stepSize=1, locationAmount=32):
# e.g. locationAmount=4 would only consider 4 points: north, west, east, south
assert isinstance(unit, (Unit, Point2, Point3))
if isinstance(unit, Unit):
loc = unit.position.to2
else:
loc = unit
positions = [Point2(( \
loc.x + distance * math.cos(math.pi * 2 * alpha / locationAmount), \
loc.y + distance * math.sin(math.pi * 2 * alpha / locationAmount))) \
for alpha in range(locationAmount) # alpha is the angle here, locationAmount is the variable on how accurate the attempts look like a circle (= how many points on a circle)
for distance in range(minRange, maxRange+1)] # distance depending on minrange and maxrange
return positions
async def updateCreepCoverage(self, stepSize=None):
if stepSize is None:
stepSize = self.creepTargetDistance
ability = self._game_data.abilities[ZERGBUILD_CREEPTUMOR.value]
positions = [Point2((x, y)) \
for x in range(self._game_info.playable_area[0]+stepSize, self._game_info.playable_area[0] + self._game_info.playable_area[2]-stepSize, stepSize) \
for y in range(self._game_info.playable_area[1]+stepSize, self._game_info.playable_area[1] + self._game_info.playable_area[3]-stepSize, stepSize)]
validPlacements = await self._client.query_building_placement(ability, positions)
successResults = [
ActionResult.Success, # tumor can be placed there, so there must be creep
ActionResult.CantBuildLocationInvalid, # location is used up by another building or doodad,
ActionResult.CantBuildTooFarFromCreepSource, # - just outside of range of creep
# ActionResult.CantSeeBuildLocation - no vision here
]
# self.positionsWithCreep = [p for index, p in enumerate(positions) if validPlacements[index] in successResults]
self.positionsWithCreep = [p for valid, p in zip(validPlacements, positions) if valid in successResults]
self.positionsWithoutCreep = [p for index, p in enumerate(positions) if validPlacements[index] not in successResults]
self.positionsWithoutCreep = [p for valid, p in zip(validPlacements, positions) if valid not in successResults]
return self.positionsWithCreep, self.positionsWithoutCreep
async def doCreepSpread(self):
# only use queens that are not assigned to do larva injects
allTumors = self.units(CREEPTUMOR) | self.units(CREEPTUMORBURROWED) | self.units(CREEPTUMORQUEEN)
if not hasattr(self, "usedCreepTumors"):
self.usedCreepTumors = set()
# gather all queens that are not assigned for injecting and have 25+ energy
if hasattr(self, "queensAssignedHatcheries"):
unassignedQueens = self.units(QUEEN).filter(lambda q: (q.tag not in self.queensAssignedHatcheries and q.energy >= 25 or q.energy >= 50) and (q.is_idle or len(q.orders) == 1 and q.orders[0].ability.id in [AbilityId.MOVE]))
else:
unassignedQueens = self.units(QUEEN).filter(lambda q: q.energy >= 25 and (q.is_idle or len(q.orders) == 1 and q.orders[0].ability.id in [AbilityId.MOVE]))
# update creep coverage data and points where creep still needs to go
if not hasattr(self, "positionsWithCreep") or self.iteration % self.creepSpreadInterval * 10 == 0:
posWithCreep, posWithoutCreep = await self.updateCreepCoverage()
totalPositions = len(posWithCreep) + len(posWithoutCreep)
self.creepCoverage = len(posWithCreep) / totalPositions
# print(self.getTimeInSeconds(), "creep coverage:", creepCoverage)
# filter out points that have already tumors / bases near them
if hasattr(self, "positionsWithoutCreep"):
self.positionsWithoutCreep = [x for x in self.positionsWithoutCreep if (allTumors | self.townhalls).closer_than(self.creepTargetCountsAsReachedDistance, x).amount < 1 or (allTumors | self.townhalls).closer_than(self.creepTargetCountsAsReachedDistance + 10, x).amount < 5] # have to set this to some values or creep tumors will clump up in corners trying to get to a point they cant reach
# make all available queens spread creep until creep coverage is reached 50%
if hasattr(self, "creepCoverage") and (self.creepCoverage < self.stopMakingNewTumorsWhenAtCoverage or allTumors.amount - len(self.usedCreepTumors) < 25):
for queen in unassignedQueens:
# locations = await self.findCreepPlantLocation(self.positionsWithoutCreep, castingUnit=queen, minRange=3, maxRange=30, stepSize=2, locationAmount=16)
if self.townhalls.ready.exists:
locations = await self.findCreepPlantLocation(self.positionsWithoutCreep, castingUnit=queen, minRange=3, maxRange=30, stepSize=2, locationAmount=16)
# locations = await self.findCreepPlantLocation(self.positionsWithoutCreep, castingUnit=self.townhalls.ready.random, minRange=3, maxRange=30, stepSize=2, locationAmount=16)
if locations is not None:
for loc in locations:
err = await self.do(queen(BUILD_CREEPTUMOR_QUEEN, loc))
if not err:
break
unusedTumors = allTumors.filter(lambda x: x.tag not in self.usedCreepTumors)
tumorsMadeTumorPositions = set()
for tumor in unusedTumors:
tumorsCloseToTumor = [x for x in tumorsMadeTumorPositions if tumor.distance_to(Point2(x)) < 8]
if len(tumorsCloseToTumor) > 0:
continue
abilities = await self.get_available_abilities(tumor)
if AbilityId.BUILD_CREEPTUMOR_TUMOR in abilities:
locations = await self.findCreepPlantLocation(self.positionsWithoutCreep, castingUnit=tumor, minRange=10, maxRange=10) # min range could be 9 and maxrange could be 11, but set both to 10 and performance is a little better
if locations is not None:
for loc in locations:
err = await self.do(tumor(BUILD_CREEPTUMOR_TUMOR, loc))
if not err:
tumorsMadeTumorPositions.add((tumor.position.x, tumor.position.y))
self.usedCreepTumors.add(tumor.tag)
break
async def getPathDistance(self, pos1, pos2):
"""gets the pathing distance between pos1 and pos2
Arguments:
pos1 {unit, Point2} -- position 1
pos2 {Point2} -- position 2
Returns:
int -- distance (i guess the units of the distance is equivalent to the attackrange of in game units)
"""
return await self._client.query_pathing(pos1, pos2)
async def getClosestByPath(self, units1, unit2):
""" Returns the unit from units1 that is closest by path to unit2 """
# DOESNT SEEM TO WORK RELIABLY
assert isinstance(unit2, (Unit, Point2))
if isinstance(units1, (Units, list)):
closest = None
closestDist = 999999999999
for u in units1:
d = await self.getPathDistance(unit2.position.to2, u.position.to2)
print("path distance result:", unit2.position.to2, u.position.to2, d)
if d is not None and d < closestDist:
closest = u
closestDist = d
print("closest by path workingg")
return closest
return None
################################
######### IMPORTANT DEFAULT FUNCTIONS
################################
async def find_placement(self, building, near, max_distance=20, random_alternative=False, placement_step=3, min_distance=0, minDistanceToResources=3):
"""Finds a placement location for building."""
assert isinstance(building, (AbilityId, UnitTypeId))
# assert self.can_afford(building)
assert isinstance(near, Point2)
if isinstance(building, UnitTypeId):
building = self._game_data.units[building.value].creation_ability
else: # AbilityId
building = self._game_data.abilities[building.value]
if await self.can_place(building, near):
return near
for distance in range(min_distance, max_distance, placement_step):
possible_positions = [Point2(p).offset(near).to2 for p in (
[(dx, -distance) for dx in range(-distance, distance+1, placement_step)] +
[(dx, distance) for dx in range(-distance, distance+1, placement_step)] +
[(-distance, dy) for dy in range(-distance, distance+1, placement_step)] +
[( distance, dy) for dy in range(-distance, distance+1, placement_step)]
)]
if (self.townhalls | self.state.mineral_field | self.state.vespene_geyser).exists and minDistanceToResources > 0:
possible_positions = [x for x in possible_positions if (self.state.mineral_field | self.state.vespene_geyser).closest_to(x).distance_to(x) >= minDistanceToResources] # filter out results that are too close to resources
res = await self._client.query_building_placement(building, possible_positions)
possible = [p for r, p in zip(res, possible_positions) if r == ActionResult.Success]
if not possible:
continue
if random_alternative:
return random.choice(possible)
else:
return min(possible, key=lambda p: p.distance_to(near))
return None
async def distribute_workers(self, performanceHeavy=False, onlySaturateGas=False):
expansion_locations = self.expansion_locations
owned_expansions = self.owned_expansions
mineralTags = [x.tag for x in self.state.units.mineral_field]
# gasTags = [x.tag for x in self.state.units.vespene_geyser]
geyserTags = [x.tag for x in self.geysers]
workerPool = self.units & []
workerPoolTags = set()
# find all geysers that have surplus or deficit
deficitGeysers = {}
surplusGeysers = {}
for g in self.geysers.filter(lambda x:x.vespene_contents > 0):
# only loop over geysers that have still gas in them
deficit = g.ideal_harvesters - g.assigned_harvesters
if deficit > 0:
deficitGeysers[g.tag] = {"unit": g, "deficit": deficit}
elif deficit < 0:
surplusWorkers = self.workers.closer_than(10, g).filter(lambda w:w not in workerPoolTags and len(w.orders) == 1 and w.orders[0].ability.id in [AbilityId.HARVEST_GATHER] and w.orders[0].target in geyserTags)
# workerPool.extend(surplusWorkers)
for i in range(-deficit):
if surplusWorkers.amount > 0:
w = surplusWorkers.pop()
workerPool.append(w)
workerPoolTags.add(w.tag)
surplusGeysers[g.tag] = {"unit": g, "deficit": deficit}
if not onlySaturateGas:
# find all townhalls that have surplus or deficit
deficitTownhalls = {}
surplusTownhalls = {}
for th in self.townhalls:
deficit = th.ideal_harvesters - th.assigned_harvesters
if deficit > 0:
deficitTownhalls[th.tag] = {"unit": th, "deficit": deficit}
elif deficit < 0:
surplusWorkers = self.workers.closer_than(10, th).filter(lambda w:w.tag not in workerPoolTags and len(w.orders) == 1 and w.orders[0].ability.id in [AbilityId.HARVEST_GATHER] and w.orders[0].target in mineralTags)
# workerPool.extend(surplusWorkers)
for i in range(-deficit):
if surplusWorkers.amount > 0:
w = surplusWorkers.pop()
workerPool.append(w)
workerPoolTags.add(w.tag)
surplusTownhalls[th.tag] = {"unit": th, "deficit": deficit}
if all([len(deficitGeysers) == 0, len(surplusGeysers) == 0, len(surplusTownhalls) == 0 or deficitTownhalls == 0]):
# cancel early if there is nothing to balance
return
# check if deficit in gas less or equal than what we have in surplus, else grab some more workers from surplus bases
deficitGasCount = sum(gasInfo["deficit"] for gasTag, gasInfo in deficitGeysers.items() if gasInfo["deficit"] > 0)
surplusCount = sum(-gasInfo["deficit"] for gasTag, gasInfo in surplusGeysers.items() if gasInfo["deficit"] < 0)
surplusCount += sum(-thInfo["deficit"] for thTag, thInfo in surplusTownhalls.items() if thInfo["deficit"] < 0)
if deficitGasCount - surplusCount > 0:
# grab workers near the gas who are mining minerals
for gTag, gInfo in deficitGeysers.items():
if workerPool.amount >= deficitGasCount:
break
workersNearGas = self.workers.closer_than(10, gInfo["unit"]).filter(lambda w:w.tag not in workerPoolTags and len(w.orders) == 1 and w.orders[0].ability.id in [AbilityId.HARVEST_GATHER] and w.orders[0].target in mineralTags)
while workersNearGas.amount > 0 and workerPool.amount < deficitGasCount:
w = workersNearGas.pop()
workerPool.append(w)
workerPoolTags.add(w.tag)
# now we should have enough workers in the pool to saturate all gases, and if there are workers left over, make them mine at townhalls that have mineral workers deficit
for gTag, gInfo in deficitGeysers.items():
if performanceHeavy:
# sort furthest away to closest (as the pop() function will take the last element)
workerPool.sort(key=lambda x:x.distance_to(gInfo["unit"]), reverse=True)
for i in range(gInfo["deficit"]):
if workerPool.amount > 0:
w = workerPool.pop()
if len(w.orders) == 1 and w.orders[0].ability.id in [AbilityId.HARVEST_RETURN]:
await self.do(w.gather(gInfo["unit"], queue=True))
else:
await self.do(w.gather(gInfo["unit"]))
if not onlySaturateGas:
# if we now have left over workers, make them mine at bases with deficit in mineral workers
for thTag, thInfo in deficitTownhalls.items():
if performanceHeavy:
# sort furthest away to closest (as the pop() function will take the last element)
workerPool.sort(key=lambda x:x.distance_to(thInfo["unit"]), reverse=True)
for i in range(thInfo["deficit"]):
if workerPool.amount > 0:
w = workerPool.pop()
mf = self.state.mineral_field.closer_than(10, thInfo["unit"]).closest_to(w)
if len(w.orders) == 1 and w.orders[0].ability.id in [AbilityId.HARVEST_RETURN]:
await self.do(w.gather(mf, queue=True))
else:
await self.do(w.gather(mf))
# TODO: check if a drone is mining from a destroyed base (= if nearest townhalf from the GATHER target is >10 away) -> make it mine at another mineral patch
def select_build_worker(self, pos, force=False, excludeTags=[]):