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world_state.py
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world_state.py
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###
### Helper file for Dota2 Entity/World Event representation
### - expose world data in a more useful form than the raw protos
###
from dotaservice.protos.dota_gcmessages_common_bot_script_pb2 import CMsgBotWorldState
from os.path import join
import math
import collections
import location as loc
import json
def load_json_file(fname):
fname = join('patching', fname)
with open(fname, 'r') as infile:
return json.load(infile)
"""
THIS FILE IS NOT COMPLETE ALTHOUGH IT WILL COMPILE
THIS IS A WORK-IN-PROGRESS
"""
ability_data = None
hero_data = None
unit_data = None
class HeroSelectionData(object):
"""Handle initial data durning hero selection."""
def __init__(self, data):
"""Takes data from Valve provided JSON-like text files."""
# make sure we are in hero selection
assert data.game_state == 3
self.data = data
class AbilityData(object):
"""Maintain certain information about abilities."""
def __init__(self, id, data):
self.ability_id = id
self.data = data
def get_name(self):
return ability_data[str(self.ability_id)]['Name']
def get_level(self):
return self.data.level
def get_cast_range(self):
return self.data.cast_range
def get_cd_remaining(self):
return self.data.cooldown_remaining
def get_channel_time(self):
return self.data.channel_time
def is_channeling(self):
return self.data.is_channeling
def is_hidden(self):
return 'Hidden' in ability_data[str(self.ability_id)].keys()
def is_ultimate(self):
return 'Ultimate' in ability_data[str(self.ability_id)].keys()
def is_talent(self):
return 'Talent' in ability_data[str(self.ability_id)].keys()
def get_ult_starting_level(self):
if 'LevelAvailable' in ability_data[str(self.ability_id)].keys():
return ability_data[str(self.ability_id)]['LevelAvailable']
else:
return 6
def get_ult_level_interval(self):
if 'LevelsBetweenUpgrades' in ability_data[str(self.ability_id)].keys():
return ability_data[str(self.ability_id)]['LevelsBetweenUpgrades']
else:
return 6
def __str__(self):
ret = "<AbilityData>\n"
ret += "\tName: %s\n" % (self.get_name())
ret += "\tLevel: %d\n" % (self.get_level())
return ret
# NOTE: Items are "abilities" in all respects in Dota2
class ItemData(object):
"""Maintain certain information about items."""
def __init__(self, id, data):
self.item_id = id
self.data = data
def get_name(self):
return ability_data[str(self.item_id)]['Name']
def get_charges(self):
return self.data.charges
def get_secondary_charges(self):
return self.data.secondary_charges
def get_power_treads_stat(self):
return self.data.power_treads_stat
def __str__(self):
ret = "<ItemData>\n"
ret += "\tName: %s\n" % self.get_name()
return ret
class ModifierData(object):
"""Maintain certain information about modifiers."""
def __init__(self, data):
self.data = data
def get_name(self):
return self.data.name
def get_ability_id(self):
return self.data.ability_id
def get_stack_count(self):
return self.data.stack_count
def get_remaining_duration(self):
return self.data.remaining_duration
def __str__(self):
ret = "<ModifierData>\n"
ret += "\tName: %s\n" % self.get_name()
return ret
class UnitData(object):
"""Maintain certain information about units."""
def __init__(self, handle, data):
self.handle = handle
self.data = data
def get_name(self):
return self.data.name
def get_type(self):
return self.data.unit_type
def get_level(self):
return self.data.level
def get_location(self):
return loc.Location.build(self.data.location)
def is_alive(self):
return self.data.is_alive
def get_facing(self):
return self.data.facing
def get_health(self):
return self.data.health
def get_max_health(self):
return self.data.health_max
def get_health_ratio(self):
return float(self.data.health)/float(self.data.health_max)
def get_health_regen(self):
return self.data.health_regen
def get_mana(self):
return self.data.mana
def get_max_mana(self):
return self.data.mana_max
def get_mana_ratio(self):
# certain units (like buildings) don't have mana
# so we need to try/catch
try:
return float(self.data.mana)/float(self.data.mana_max)
except ZeroDivisionError:
return 0.
def get_mana_regen(self):
return self.data.mana_regen
def get_attack_range(self):
return self.data.attack_range
def get_anim_activity(self):
return self.data.anim_activity
def get_curr_move_speed(self):
return self.data.current_movement_speed
def is_stunned(self):
return self.data.is_stunned
def is_rooted(self):
return self.data.is_rooted
def get_xp_needed_to_level(self):
return self.data.xp_needed_to_level
def get_net_worth(self):
return self.data.net_worth
def __str__(self):
ret = "<UnitData>\n"
ret += "\tName: %s\n" % self.get_name()
return ret
class PlayerData(object):
"""Maintain certain information about our players."""
def __init__(self, time, pID, heroID):
self.pid = pID
self.hero_id = heroID
self.prtt = collections.deque(maxlen=10)
self.avg_prtt = 0.3 #TODO (nostrademous) Fix this to frame rate
self.abilities = []
self.items = []
self.modifiers = []
self.prev_time = time
self.prev_pdata = None
self.prev_udata = None
self.curr_time = time
self.pdata = None
self.udata = None
def save_last_update(self, time, udata, pdata):
self.prev_time = self.curr_time
self.prev_pdata = self.pdata
self.prev_udata = self.udata
self.curr_time = time
self.pdata = pdata
self.udata = udata
self.update_abilities()
self.update_items()
self.update_modifiers()
self._update_prtt()
def get_name(self):
return hero_data[str(self.hero_id)]['Name']
def get_time_since_last_seen(self):
return self.curr_time - self.prev_time
def get_talent_choice(self, tier):
if 'Talents' in hero_data[str(self.hero_id)].keys():
talents = hero_data[str(self.hero_id)]['Talents']
tier = (tier-1)*2+1
return talents['Talent_'+str(tier)], talents['Talent_'+str(tier+1)]
else:
return None, None
# track player round trip time (prtt)
def _update_prtt(self):
time_delta = self.get_time_since_last_seen()
# TODO - (nostrademous) if game is paused, does game_time increment?
# I know, dota_time doesn't. Anyways, only update avg prtt when delta
# is greater than 0
if time_delta > 0.:
self.prtt.append(time_delta)
self.avg_prtt = sum(self.prtt)/float(len(self.prtt))
def is_alive(self):
return self.pdata.is_alive
def get_anim_activity(self):
return self.udata.get_anim_activity()
def get_location(self):
return self.udata.get_location()
def get_movement_vector(self):
if self.prev_udata:
return self.get_location() - loc.Location.build(self.prev_udata.location)
return loc.center
def get_location_xyz(self):
l = self.get_location()
return l.x, l.y, l.z
def get_turn_rate(self):
if 'TurnRate' in hero_data[str(self.hero_id)].keys():
return hero_data[str(self.hero_id)]['TurnRate']
else:
print('<ERROR>: Missing TurnRate for pID: %d' % self.hero_id)
return 0.5
def time_to_face_heading(self, heading):
# we want a facing differential between 180 and -180 degrees
# since we will always turn in the direction of smaller angle,
# never more than a 180 degree turn
diff = math.fabs(heading - self.udata.get_facing())
if diff > 180.0:
diff = math.fabs(360.0 - diff)
time_to_turn_180 = 0.03*math.pi/self.get_turn_rate()
#print("[%d] Facing: %f, Heading: %f, Diff: %f, TurnTime180: %f, TimeToTurn: %f" %
# (self.pid, self.udata.data.facing, heading, diff, time_to_turn_180, (diff/180.0)*time_to_turn_180))
return (diff/180.0)*time_to_turn_180
def time_to_face_location(self, location):
loc_delta = loc.Location.build(location) - self.get_location()
desired_heading = math.degrees(math.atan2(loc_delta.y, loc_delta.x))
return self.time_to_face_heading(desired_heading)
def get_reachable_distance(self, time_adj=0.0):
currSpd = self.udata.get_curr_move_speed()
timeAvail = self.avg_prtt - time_adj
dist = timeAvail * currSpd
#print("[%d] Speed: %f, TimeAvail: %f, Reachable Distance: %f" %
# (self.pid, currSpd, timeAvail, dist))
return dist
def max_reachable_location(self, heading):
ttfh = self.time_to_face_heading(heading)
max_reachable_dist = self.get_reachable_distance(ttfh)
rad_angle = math.pi/2.0 - math.radians(heading)
l = self.get_location()
retLoc = loc.Location(l.x + 5.0*max_reachable_dist*math.cos(rad_angle),
l.y + 5.0*max_reachable_dist*math.sin(rad_angle),
l.z)
return retLoc
def update_abilities(self):
self.abilities = []
for ab in self.udata.data.abilities:
self.abilities.append(AbilityData(ab.ability_id, ab))
def update_items(self):
self.items = []
for item in self.udata.data.items:
self.items.append(ItemData(item.ability_id, item))
def update_modifiers(self):
self.modifiers = []
for mod in self.udata.data.modifiers:
self.modifiers.append(ModifierData(mod))
def get_abilities(self):
return self.abilities
def get_ability_points(self):
return self.udata.data.ability_points
def get_level(self):
return self.udata.data.level
def get_items(self):
return self.items
def get_modifiers(self):
return self.modifiers
def get_is_stunned(self):
return self.udata.is_stunned()
def get_is_rooted(self):
return self.udata.is_rooted()
def __str__(self):
ret = "<PlayerData>\n"
ret += "\tName: %s\n" % self.get_name()
for ability in self.get_abilities():
ret += str(ability)
#for item in self.get_items():
# ret += str(item)
for mod in self.get_modifiers():
ret += str(mod)
return ret
class WorldData(object):
"""Expose world data in a more useful form than the raw protos."""
def __init__(self, data):
global ability_data, hero_data, unit_data
"""Takes data from Valve provided JSON-like text files."""
# make sure we are in game
assert data.game_state in [4,5]
ability_data = load_json_file('abilities.json')
hero_data = load_json_file('heroes.json')
unit_data = load_json_file('units.json')
self.team_id = data.team_id
self.game_state = data.game_state
self.player_data = {}
self.update_time = data.game_time
self.dota_time = data.dota_time
self._create_units(data.units)
self._update_players(data.players)
for player_id in self.good_players.keys():
self.player_data[player_id] = PlayerData(data.game_time, player_id,
self.good_players[player_id]['player'].hero_id)
self.player_data[player_id].save_last_update(data.game_time,
self.good_players[player_id]['unit'],
self.good_players[player_id]['player'])
# initialization of various unit-handle lookup lists
self.good_ancient = None
self.bad_ancient = None
self.good_courier = None
self.bad_courier = None
self.roshan = None
def update_world_data(self, data):
# make sure we are in game
assert data.game_state in [4,5]
self.game_state = data.game_state
self.update_delta = data.game_time - self.update_time
self.update_time = data.game_time
self.dota_time = data.dota_time
self._create_units(data.units)
self._update_players(data.players)
for player_id in self.good_players.keys():
if not player_id in self.player_data.keys():
self.player_data[player_id] = PlayerData(player_id,
self.good_players[player_id]['player'].hero_id)
self.player_data[player_id].save_last_update(data.game_time,
self.good_players[player_id]['unit'],
self.good_players[player_id]['player'])
def _create_units(self, unit_data):
self.good_players = {} # on my team
self.bad_players = {} # on enemy team
self.units = {}
self.good_hero_units = []
self.bad_hero_units = []
self.good_lane_creep = []
self.bad_lane_creep = []
self.jungle_creep = []
self.good_towers = []
self.bad_towers = []
self.good_rax = []
self.bad_rax = []
self.good_shrines = []
self.bad_shrines = []
self.good_wards = []
self.bad_wards = []
# buildings == effigies
self.good_buildings = []
self.bad_buildings = []
bInvalidFound = False
for unit in unit_data:
self.units[unit.handle] = UnitData(unit.handle, unit)
if unit.unit_type == CMsgBotWorldState.UnitType.Value('HERO'):
if unit.team_id == self.team_id:
self.good_players[unit.player_id] = {'unit': self.units[unit.handle]}
else:
self.bad_players[unit.player_id] = {'unit': self.units[unit.handle]}
elif unit.unit_type == CMsgBotWorldState.UnitType.Value('CREEP_HERO'):
if unit.team_id == self.team_id:
self.good_hero_units.append(self.units[unit.handle])
else:
self.bad_hero_units.append(self.units[unit.handle])
elif unit.unit_type == CMsgBotWorldState.UnitType.Value('LANE_CREEP'):
if unit.team_id == self.team_id:
self.good_lane_creep.append(self.units[unit.handle])
else:
self.bad_lane_creep.append(self.units[unit.handle])
elif unit.unit_type == CMsgBotWorldState.UnitType.Value('JUNGLE_CREEP'):
self.jungle_creep.append(self.units[unit.handle])
elif unit.unit_type == CMsgBotWorldState.UnitType.Value('ROSHAN'):
self.roshan = self.units[unit.handle]
elif unit.unit_type == CMsgBotWorldState.UnitType.Value('TOWER'):
if unit.team_id == self.team_id:
self.good_towers.append(self.units[unit.handle])
else:
self.bad_towers.append(self.units[unit.handle])
elif unit.unit_type == CMsgBotWorldState.UnitType.Value('BARRACKS'):
if unit.team_id == self.team_id:
self.good_rax.append(self.units[unit.handle])
else:
self.bad_rax.append(self.units[unit.handle])
elif unit.unit_type == CMsgBotWorldState.UnitType.Value('SHRINE'):
if unit.team_id == self.team_id:
self.good_shrines.append(self.units[unit.handle])
else:
self.bad_shrines.append(self.units[unit.handle])
# ANCIENT
elif unit.unit_type == CMsgBotWorldState.UnitType.Value('FORT'):
if unit.team_id == self.team_id:
self.good_ancient = self.units[unit.handle]
else:
self.bad_ancient = self.units[unit.handle]
elif unit.unit_type == CMsgBotWorldState.UnitType.Value('BUILDING'):
if unit.team_id == self.team_id:
self.good_buildings = self.units[unit.handle]
else:
self.bad_buildings= self.units[unit.handle]
elif unit.unit_type == CMsgBotWorldState.UnitType.Value('COURIER'):
if unit.team_id == self.team_id:
self.good_courier = self.units[unit.handle]
else:
self.bad_courier = self.units[unit.handle]
elif unit.unit_type == CMsgBotWorldState.UnitType.Value('WARD'):
if unit.team_id == self.team_id:
self.good_wards = self.units[unit.handle]
else:
self.bad_wards = self.units[unit.handle]
elif unit.unit_type == CMsgBotWorldState.UnitType.Value('INVALID'):
#print("INVALID UNIT TYPE:\n%s" % str(unit))
bInvalidFound = True
def _update_players(self, player_data):
for player in player_data:
if player.player_id in self.good_players.keys():
self.good_players[player.player_id]['player'] = player
elif player.player_id in self.bad_players.keys():
self.bad_players[player.player_id]['player'] = player
def get_available_level_points(self, player_id):
player = self.get_player_by_id(player_id)
if player:
return player.get_ability_points()
return 0
def get_unit_by_handle(self, unit_data, handle):
for unit in unit_data:
if unit.handle == handle:
return unit
return None
def get_player_by_id(self, player_id):
if player_id in self.player_data.keys():
return self.player_data[player_id]
return None
def get_player_abilities(self, player_id):
player = self.get_player_by_id(player_id)
if player:
return player.get_abilities()
return []
# this returns only ability IDs of abilties that can be leveled
def get_player_ability_ids(self, player_id, bCanBeLeveled=True):
if self.get_available_level_points(player_id) == 0:
return []
player = self.get_player_by_id(player_id)
abilities = self.get_player_abilities(player_id)
p_level = player.get_level()
ids = []
a_ids = []
for ability in abilities:
id = ability.ability_id
a_ids.append(ability.get_name())
# generic_hidden
if id == 6251:
continue
# if we are considering level-based restrictions
if bCanBeLeveled:
# skip hidden abilities
if ability.is_hidden():
continue
# skip talents here
if ability.is_talent():
continue
a_level = ability.get_level()
if a_level >= int(float(p_level/2.0)+0.5):
continue
if ability.is_ultimate():
# can't level ultimate past 3 levels
if a_level >= 3:
continue
start_level = ability.get_ult_starting_level()
level_interval = ability.get_ult_level_interval()
if p_level < start_level:
continue
if p_level < (start_level + (a_level * level_interval)):
continue
else:
# can't level abilities past 4 levels (invoker exception)
if a_level >= 4:
continue
# if we get here it can be leveled or we didn't care
ids.append(ability.get_name())
t1_talent_picked = False
if p_level >= 10:
choice_1, choice_2 = player.get_talent_choice(1)
if (not choice_1 in a_ids) and (not choice_2 in a_ids):
ids.append(choice_1)
ids.append(choice_2)
else:
t1_talent_picked = True
t2_talent_picked = False
if p_level >= 15 and t1_talent_picked:
choice_1, choice_2 = player.get_talent_choice(2)
if (not choice_1 in a_ids) and (not choice_2 in a_ids):
ids.append(choice_1)
ids.append(choice_2)
else:
t2_talent_picked = True
t3_talent_picked = False
if p_level >= 20 and t2_talent_picked:
choice_1, choice_2 = player.get_talent_choice(3)
if (not choice_1 in a_ids) and (not choice_2 in a_ids):
ids.append(choice_1)
ids.append(choice_2)
else:
t3_talent_picked = True
t4_talent_picked = False
if p_level >= 25 and t3_talent_picked:
choice_1, choice_2 = player.get_talent_choice(4)
if (not choice_1 in a_ids) and (not choice_2 in a_ids):
ids.append(choice_1)
ids.append(choice_2)
else:
t4_talent_picked = True
return ids
def is_player_alive(self, player_id):
player = self.get_player_by_id(player_id)
if player:
return player.is_alive()
return False
def is_player_stunned(self, player_id):
player = self.get_player_by_id(player_id)
if player:
return player.get_is_stunned()
return False
def is_player_rooted(self, player_id):
player = self.get_player_by_id(player_id)
if player:
return player.get_is_rooted()
return False
def get_player_items(self, player_id):
player = self.get_player_by_id(player_id)
if player:
return player.get_items()
return []
def get_unit_location(self, unit):
return loc.Location.build(unit.location)
def get_player_location(self, player_id):
player = self.get_player_by_id(player_id)
if player:
return player.get_location()
return loc.center
def get_player_ids(self):
return list(self.player_data.keys())
@property
def get_my_players(self):
return self.good_players
@property
def get_my_minions(self):
return self.good_hero_units
def get_good_players_units(self):
return [self.good_players[key]['unit'] for key in self.good_players.keys()]
def get_bad_players_units(self):
return [self.bad_players[key]['unit'] for key in self.bad_players.keys()]
def get_good_nonhero_units(self):
ret = []
ret.extend(self.good_hero_units)
ret.extend(self.good_lane_creep)
return ret
def get_bad_nonhero_units(self):
ret = []
ret.extend(self.bad_hero_units)
ret.extend(self.bad_lane_creep)
return ret