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game_state.py
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game_state.py
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import math
import json
import sys
from .navigation import ShortestPathFinder
from .util import send_command, debug_write
from .unit import GameUnit
from .game_map import GameMap
def is_stationary(unit_type):
"""
Args:
unit_type: A unit type
Returns:
Boolean, True if the unit is stationary, False otherwise.
"""
return unit_type in STRUCTURE_TYPES
class GameState:
"""Represents the entire gamestate for a given turn
Provides methods related to resources and unit deployment
Attributes :
* UNIT_TYPE_TO_INDEX (dict): Maps a unit to a corresponding index
* WALL (str): A constant representing the wall unit
* SUPPORT (str): A constant representing the support unit
* TURRET (str): A constant representing the turret unit
* SCOUT (str): A constant representing the scout unit
* DEMOLISHER (str): A constant representing the demolisher unit
* INTERCEPTOR (str): A constant representing the interceptor unit
* REMOVE (str): A constant representing removing your own unit
* UPGRADE (str): A constant representing upgrading a unit
* STRUCTURE_TYPES (list): A list of the structure units
* ARENA_SIZE (int): The size of the arena
* HALF_ARENA (int): Half the size of the arena
* MP (int): A constant representing the Mobile Points resource, used in the get_resource function
* SP (int): A constant representing the SP resource, used in the get_resource function
* game_map (:obj: GameMap): The current GameMap. To retrieve a list of GameUnits at a location, use game_map[x, y]
* turn_number (int): The current turn number. Starts at 0.
* my_health (int): Your current remaining health
* my_time (int): The time you took to submit your previous turn
* enemy_health (int): Your opponents current remaining health
* enemy_time (int): Your opponents current remaining time
"""
def __init__(self, config, serialized_string):
""" Setup a turns variables using arguments passed
Args:
* config (JSON): A json object containing information about the game
* serialized_string (string): A string containing information about the game state at the start of this turn
"""
self.serialized_string = serialized_string
self.config = config
self.enable_warnings = True
global WALL, SUPPORT, TURRET, SCOUT, DEMOLISHER, INTERCEPTOR, REMOVE, UPGRADE, STRUCTURE_TYPES, ALL_UNITS, UNIT_TYPE_TO_INDEX
UNIT_TYPE_TO_INDEX = {}
WALL = config["unitInformation"][0]["shorthand"]
UNIT_TYPE_TO_INDEX[WALL] = 0
SUPPORT = config["unitInformation"][1]["shorthand"]
UNIT_TYPE_TO_INDEX[SUPPORT] = 1
TURRET = config["unitInformation"][2]["shorthand"]
UNIT_TYPE_TO_INDEX[TURRET] = 2
SCOUT = config["unitInformation"][3]["shorthand"]
UNIT_TYPE_TO_INDEX[SCOUT] = 3
DEMOLISHER = config["unitInformation"][4]["shorthand"]
UNIT_TYPE_TO_INDEX[DEMOLISHER] = 4
INTERCEPTOR = config["unitInformation"][5]["shorthand"]
UNIT_TYPE_TO_INDEX[INTERCEPTOR] = 5
REMOVE = config["unitInformation"][6]["shorthand"]
UNIT_TYPE_TO_INDEX[REMOVE] = 6
UPGRADE = config["unitInformation"][7]["shorthand"]
UNIT_TYPE_TO_INDEX[UPGRADE] = 7
ALL_UNITS = [SCOUT, DEMOLISHER, INTERCEPTOR, WALL, SUPPORT, TURRET]
STRUCTURE_TYPES = [WALL, SUPPORT, TURRET]
self.ARENA_SIZE = 28
self.HALF_ARENA = int(self.ARENA_SIZE / 2)
self.MP = 1
self.SP = 0
global MP, SP
MP = self.MP
SP = self.SP
self.game_map = GameMap(self.config)
self._shortest_path_finder = ShortestPathFinder()
self._build_stack = []
self._deploy_stack = []
self._player_resources = [
{'SP': 0, 'MP': 0}, # player 0, which is you
{'SP': 0, 'MP': 0}] # player 1, which is the opponent
self.__parse_state(serialized_string)
def __parse_state(self, state_line):
"""
Fills in map based on the serialized game state so that self.game_map[x,y] is a list of GameUnits at that location.
state_line is the game state as a json string.
"""
state = json.loads(state_line)
turn_info = state["turnInfo"]
self.turn_number = int(turn_info[1])
p1_health, p1_SP, p1_MP, p1_time = map(float, state["p1Stats"][:4])
p2_health, p2_SP, p2_MP, p2_time = map(float, state["p2Stats"][:4])
self.my_health = p1_health
self.my_time = p1_time
self.enemy_health = p2_health
self.enemy_time = p2_time
self._player_resources = [
{'SP': p1_SP, 'MP': p1_MP},
{'SP': p2_SP, 'MP': p2_MP}]
p1units = state["p1Units"]
p2units = state["p2Units"]
self.__create_parsed_units(p1units, 0)
self.__create_parsed_units(p2units, 1)
def __create_parsed_units(self, units, player_number):
"""
Helper function for __parse_state to add units to the map.
"""
typedef = self.config.get("unitInformation")
for i, unit_types in enumerate(units):
for uinfo in unit_types:
unit_type = typedef[i].get("shorthand")
sx, sy, shp = uinfo[:3]
x, y = map(int, [sx, sy])
hp = float(shp)
# This depends on RM and UP always being the last types to be processed
if unit_type == REMOVE:
# Quick fix will deploy engine fix soon
if self.contains_stationary_unit([x,y]):
self.game_map[x,y][0].pending_removal = True
elif unit_type == UPGRADE:
if self.contains_stationary_unit([x,y]):
self.game_map[x,y][0].upgrade()
else:
unit = GameUnit(unit_type, self.config, player_number, hp, x, y)
self.game_map[x,y].append(unit)
def __resource_required(self, unit_type):
return self.SP if is_stationary(unit_type) else self.MP
def __set_resource(self, resource_type, amount, player_index=0):
"""
Sets the resources for the given player_index and resource_type.
Is automatically called by other provided functions.
Adds the value amount to the current held resources
"""
if resource_type == self.MP:
resource_key = 'MP'
elif resource_type == self.SP:
resource_key = 'SP'
held_resource = self.get_resource(resource_type, player_index)
self._player_resources[player_index][resource_key] = held_resource + amount
def _invalid_player_index(self, index):
self.warn("Invalid player index {} passed, player index should always be 0 (yourself) or 1 (your opponent)".format(index))
def _invalid_unit(self, unit):
self.warn("Invalid unit {}".format(unit))
def submit_turn(self):
"""Submit and end your turn.
Must be called at the end of your turn or the algo will hang.
"""
build_string = json.dumps(self._build_stack)
deploy_string = json.dumps(self._deploy_stack)
send_command(build_string)
send_command(deploy_string)
def get_resource(self, resource_type, player_index = 0):
"""Gets a players resources
Args:
resource_type: MP (1) or SP (0)
player_index: The index corresponding to the player whose resources you are querying, 0 for you 1 for the enemy
Returns:
The number of the given resource the given player controls
"""
if not player_index == 1 and not player_index == 0:
self._invalid_player_index(player_index)
return
if not resource_type == self.MP and not resource_type == self.SP:
self.warn("Invalid resource_type '{}'. Please use MP (0) or SP (1)".format(resource_type))
return
if resource_type == self.MP:
resource_key = 'MP'
elif resource_type == self.SP:
resource_key = 'SP'
resources = self._player_resources[player_index]
return resources.get(resource_key, None)
def get_resources(self, player_index = 0):
"""Gets a players resources as a list
Args:
player_index: The index corresponding to the player whose resources you are querying, 0 for you 1 for the enemy
Returns:
[Float, Float] list where the first entry is SP the second is MP
"""
if not player_index == 1 and not player_index == 0:
self._invalid_player_index(player_index)
return
resource_key1 = 'SP'
resource_key2 = 'MP'
resources = self._player_resources[player_index]
return [resources.get(resource_key1, None), resources.get(resource_key2, None)]
def number_affordable(self, unit_type):
"""The number of units of a given type we can afford
Args:
unit_type: A unit type, SCOUT, WALL, etc.
Returns:
The number of units affordable of the given unit_type.
"""
if unit_type not in ALL_UNITS:
self._invalid_unit(unit_type)
return
costs = self.type_cost(unit_type)
player_held = self.get_resources()
if costs[MP] > 0 and costs[SP] > 0:
return min(math.floor(player_held[SP] / costs[SP]), math.floor(player_held[MP] / costs[MP]))
elif costs[MP] > 0:
return math.floor(player_held[MP] / costs[MP])
elif costs[SP] > 0:
return math.floor(player_held[SP] / costs[SP])
else:
self.warn("Invalid costs for unit, cost is 0 for both resources, returning 0")
return 0
def project_future_MP(self, turns_in_future=1, player_index=0, current_MP=None):
"""Predicts the number of MP we will have on a future turn
Args:
turns_in_future: The number of turns in the future we want to look forward to predict
player_index: The player whose MP we are tracking
current_MP: If we pass a value here, we will use that value instead of the current MP of the given player.
Returns:
The number of MP the given player will have after the given number of turns
"""
if turns_in_future < 1 or turns_in_future > 99:
self.warn("Invalid turns in future used ({}). Turns in future should be between 1 and 99".format(turns_in_future))
if not player_index == 1 and not player_index == 0:
self._invalid_player_index(player_index)
if type(current_MP) == int and current_MP < 0:
self.warn("Invalid current MP ({}). Current MP cannot be negative.".format(current_MP))
MP = self.get_resource(self.MP, player_index) if not current_MP else current_MP
for increment in range(1, turns_in_future + 1):
current_turn = self.turn_number + increment
MP *= (1 - self.config["resources"]["bitDecayPerRound"])
MP_per_round = self.config["resources"]["bitsPerRound"]
MP_ramp_ups = current_turn // self.config["resources"]["turnIntervalForBitSchedule"]
MP_per_round_growth = self.config["resources"]["bitGrowthRate"]
MP_gained = MP_per_round + (MP_per_round_growth * MP_ramp_ups)
MP += MP_gained
MP = round(MP, 1)
return MP
def type_cost(self, unit_type, upgrade=False):
"""Gets the cost of a unit based on its type
Args:
unit_type: The units type (string shorthand)
Returns:
The units costs as a list [SP, MP]
"""
if unit_type == REMOVE:
self._invalid_unit(unit_type)
return
unit_def = self.config["unitInformation"][UNIT_TYPE_TO_INDEX[unit_type]]
cost_base = [unit_def.get('cost1', 0), unit_def.get('cost2', 0)]
if upgrade:
return [unit_def.get('upgrade', {}).get('cost1', cost_base[SP]), unit_def.get('upgrade', {}).get('cost2', cost_base[MP])]
return cost_base
def can_spawn(self, unit_type, location, num=1):
"""Check if we can spawn a unit at a location.
To units, we need to be able to afford them, and the location must be
in bounds, unblocked, on our side of the map, not on top of a unit we can't stack with,
and on an edge if the unit is mobile.
Args:
unit_type: The type of the unit
location: The location we want to spawn the unit
num: The number of units we want to spawn
Returns:
True if we can spawn the unit(s)
"""
if unit_type not in ALL_UNITS:
self._invalid_unit(unit_type)
return
if not self.game_map.in_arena_bounds(location):
if self.enable_warnings:
self.warn("Could not spawn {} at location {}. Location invalid.".format(unit_type, location))
return False
affordable = self.number_affordable(unit_type) >= num
stationary = is_stationary(unit_type)
blocked = self.contains_stationary_unit(location) or (stationary and len(self.game_map[location[0],location[1]]) > 0)
correct_territory = location[1] < self.HALF_ARENA
on_edge = location in (self.game_map.get_edge_locations(self.game_map.BOTTOM_LEFT) + self.game_map.get_edge_locations(self.game_map.BOTTOM_RIGHT))
if self.enable_warnings:
fail_reason = ""
if not affordable:
fail_reason = fail_reason + " Not enough resources."
if blocked:
fail_reason = fail_reason + " Location is blocked."
if not correct_territory:
fail_reason = fail_reason + " Location in enemy territory."
if not (stationary or on_edge):
fail_reason = fail_reason + " Information units must be deployed on the edge."
if len(fail_reason) > 0:
self.warn("Could not spawn {} at location {}.{}".format(unit_type, location, fail_reason))
return (affordable and correct_territory and not blocked and
(stationary or on_edge) and
(not stationary or num == 1))
def attempt_spawn(self, unit_type, locations, num=1):
"""Attempts to spawn new units with the type given in the given locations.
Args:
unit_type: The type of unit we want to spawn
locations: A single location or list of locations to spawn units at
num: The number of units of unit_type to deploy at the given location(s)
Returns:
The number of units successfully spawned
"""
if unit_type not in ALL_UNITS:
self._invalid_unit(unit_type)
return
if num < 1 or not locations:
self.warn("Attempted to spawn fewer than one units! ({})".format(num))
return
if type(locations[0]) == int:
locations = [locations]
spawned_units = 0
for location in locations:
for i in range(num):
if self.can_spawn(unit_type, location, 1):
x, y = map(int, location)
costs = self.type_cost(unit_type)
self.__set_resource(SP, 0 - costs[SP])
self.__set_resource(MP, 0 - costs[MP])
self.game_map.add_unit(unit_type, location, 0)
if is_stationary(unit_type):
self._build_stack.append((unit_type, x, y))
else:
self._deploy_stack.append((unit_type, x, y))
spawned_units += 1
else:
break
return spawned_units
def attempt_remove(self, locations):
"""Attempts to remove existing friendly structures in the given locations.
Args:
locations: A location or list of locations we want to remove structures from
Returns:
The number of structures successfully flagged for removal
"""
if type(locations[0]) == int:
locations = [locations]
removed_units = 0
for location in locations:
if location[1] < self.HALF_ARENA and self.contains_stationary_unit(location):
x, y = map(int, location)
self._build_stack.append((REMOVE, x, y))
removed_units += 1
else:
self.warn("Could not remove a unit from {}. Location has no structures or is enemy territory.".format(location))
return removed_units
def attempt_upgrade(self, locations):
"""Attempts to upgrade units in the given locations.
Args:
locations: A single location or list of locations to upgrade units at
Returns:
The number of units successfully upgraded
"""
if not locations:
self.warn("Attempted to upgrade fewer than one units!")
return
if type(locations[0]) == int:
locations = [locations]
spawned_units = 0
for location in locations:
if location[1] < self.HALF_ARENA and self.contains_stationary_unit(location):
x, y = map(int, location)
existing_unit = None
for unit in self.game_map[x,y]:
if unit.stationary:
existing_unit = unit
if not existing_unit.upgraded and self.config["unitInformation"][UNIT_TYPE_TO_INDEX[existing_unit.unit_type]].get("upgrade", None) is not None:
costs = self.type_cost(existing_unit.unit_type, True)
resources = self.get_resources()
if resources[SP] >= costs[SP] and resources[MP] >= costs[MP]:
self.__set_resource(SP, 0 - costs[SP])
self.__set_resource(MP, 0 - costs[MP])
existing_unit.upgrade()
self._build_stack.append((UPGRADE, x, y))
spawned_units += 1
else:
self.warn("Could not upgrade a unit from {}. Location has no structures or is enemy territory.".format(location))
return spawned_units
def get_target_edge(self, start_location):
"""Gets the target edge given a starting location
Args:
start_location: The location of a hypothetical unit
Returns:
The edge this unit would attempt to reach if it was spawned at this location (int)
"""
left = start_location[0] < self.HALF_ARENA
bottom = start_location[1] < self.HALF_ARENA
right = not(left)
top = not(bottom)
if left and bottom:
return self.game_map.TOP_RIGHT
elif left and top:
return self.game_map.BOTTOM_RIGHT
elif right and bottom:
return self.game_map.TOP_LEFT
elif right and top:
return self.game_map.BOTTOM_LEFT
def find_path_to_edge(self, start_location, target_edge=None):
"""Gets the path a unit at a given location would take.
If final point is not on an edge, it is a self destruct path
Args:
start_location: The location of a hypothetical unit
target_edge: The edge the unit wants to reach. game_map.TOP_LEFT, game_map.BOTTOM_RIGHT, etc. Induced from start_location if None.
Returns:
A list of locations corresponding to the path the unit would take
to get from it's starting location to the best available end location
"""
if self.contains_stationary_unit(start_location):
self.warn("Attempted to perform pathing from blocked starting location {}".format(start_location))
return
if target_edge is None:
target_edge = self.get_target_edge(start_location)
end_points = self.game_map.get_edge_locations(target_edge)
return self._shortest_path_finder.navigate_multiple_endpoints(start_location, end_points, self)
def contains_stationary_unit(self, location):
"""Check if a location is blocked, return structures unit if it is
Args:
location: The location to check
Returns:
A structures unit if there is a stationary unit at the location, False otherwise
"""
if not self.game_map.in_arena_bounds(location):
self.warn('Checked for stationary unit outside of arena bounds')
return False
x, y = map(int, location)
for unit in self.game_map[x,y]:
if unit.stationary:
return unit
return False
def warn(self, message):
""" Used internally by game_state to print warnings
"""
if(self.enable_warnings):
debug_write(message)
def suppress_warnings(self, suppress):
"""Suppress all warnings
Args:
suppress: If true, disable warnings. If false, enable warnings.
"""
self.enable_warnings = not suppress
self.game_map.enable_warnings = not suppress
def get_target(self, attacking_unit):
"""Returns target of given unit based on current map of the game board.
A Unit can often have many other units in range, and Units that attack do so once each frame.
Their targeting priority is as follows:
Infantry > Nearest Unit > Lowest Health > Lowest Y position > Closest to edge (Highest distance of X from the boards center, 13.5)
Args:
attacking_unit: A GameUnit
Returns:
The GameUnit this unit would choose to attack.
"""
if not isinstance(attacking_unit, GameUnit):
self.warn("Passed a {} to get_target as attacking_unit. Expected a GameUnit.".format(type(attacking_unit)))
return
attacker_location = [attacking_unit.x, attacking_unit.y]
possible_locations = self.game_map.get_locations_in_range(attacker_location, attacking_unit.attackRange)
target = None
target_stationary = True
target_distance = sys.maxsize
target_health = sys.maxsize
target_y = self.ARENA_SIZE
target_x_distance = 0
for location in possible_locations:
for unit in self.game_map[location]:
if unit.player_index == attacking_unit.player_index or (attacking_unit.damage_f == 0 and is_stationary(unit.unit_type)) or (attacking_unit.damage_i == 0 and not(is_stationary(unit.unit_type))):
continue
new_target = False
unit_stationary = unit.stationary
unit_distance = self.game_map.distance_between_locations(location, [attacking_unit.x, attacking_unit.y])
unit_health = unit.health
unit_y = unit.y
unit_x_distance = abs(self.HALF_ARENA - 0.5 - unit.x)
if target_stationary and not unit_stationary:
new_target = True
elif not target_stationary and unit_stationary:
continue
if target_distance > unit_distance:
new_target = True
elif target_distance < unit_distance and not new_target:
continue
if target_health > unit_health:
new_target = True
elif target_health < unit_health and not new_target:
continue
# Compare height heuristic relative to attacking unit's player index
if attacking_unit.player_index == 0:
if target_y > unit_y:
new_target = True
elif target_y < unit_y and not new_target:
continue
else:
if target_y < unit_y:
new_target = True
elif target_y > unit_y and not new_target:
continue
if target_x_distance < unit_x_distance:
new_target = True
if new_target:
target = unit
target_stationary = unit_stationary
target_distance = unit_distance
target_health = unit_health
target_y = unit_y
target_x_distance = unit_x_distance
return target
def get_attackers(self, location, player_index):
"""Gets the stationary units threatening a given location
Args:
location: The location of a hypothetical defender
player_index: The index corresponding to the defending player, 0 for you 1 for the enemy
Returns:
A list of units that would attack a unit controlled by the given player at the given location
"""
if not player_index == 0 and not player_index == 1:
self._invalid_player_index(player_index)
if not self.game_map.in_arena_bounds(location):
self.warn("Location {} is not in the arena bounds.".format(location))
attackers = []
"""
Get locations in the range of TURRET units
"""
max_range = 0
for unit in self.config["unitInformation"]:
if unit.get('attackRange', 0) >= max_range:
max_range = unit.get('attackRange', 0)
possible_locations= self.game_map.get_locations_in_range(location, max_range)
for location_unit in possible_locations:
for unit in self.game_map[location_unit]:
if unit.damage_i + unit.damage_f > 0 and unit.player_index != player_index and self.game_map.distance_between_locations(location, location_unit) <= unit.attackRange:
attackers.append(unit)
return attackers