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bot_ai.py
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bot_ai.py
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# pylint: disable=W0212,R0916,R0904
from __future__ import annotations
import math
import random
import warnings
from collections import Counter
from functools import cached_property
from typing import TYPE_CHECKING, Dict, List, Optional, Set, Tuple, Union
from loguru import logger
from sc2.bot_ai_internal import BotAIInternal
from sc2.cache import property_cache_once_per_frame
from sc2.constants import (
CREATION_ABILITY_FIX,
EQUIVALENTS_FOR_TECH_PROGRESS,
PROTOSS_TECH_REQUIREMENT,
TERRAN_STRUCTURES_REQUIRE_SCV,
TERRAN_TECH_REQUIREMENT,
ZERG_TECH_REQUIREMENT,
)
from sc2.data import Alert, Race, Result, Target
from sc2.dicts.unit_research_abilities import RESEARCH_INFO
from sc2.dicts.unit_train_build_abilities import TRAIN_INFO
from sc2.dicts.unit_trained_from import UNIT_TRAINED_FROM
from sc2.dicts.upgrade_researched_from import UPGRADE_RESEARCHED_FROM
from sc2.game_data import AbilityData, Cost
from sc2.ids.ability_id import AbilityId
from sc2.ids.unit_typeid import UnitTypeId
from sc2.ids.upgrade_id import UpgradeId
from sc2.position import Point2
from sc2.unit import Unit
from sc2.units import Units
if TYPE_CHECKING:
from sc2.game_info import Ramp
class BotAI(BotAIInternal):
"""Base class for bots."""
EXPANSION_GAP_THRESHOLD = 15
@property
def time(self) -> float:
""" Returns time in seconds, assumes the game is played on 'faster' """
return self.state.game_loop / 22.4 # / (1/1.4) * (1/16)
@property
def time_formatted(self) -> str:
""" Returns time as string in min:sec format """
t = self.time
return f"{int(t // 60):02}:{int(t % 60):02}"
@property
def step_time(self) -> Tuple[float, float, float, float]:
"""Returns a tuple of step duration in milliseconds.
First value is the minimum step duration - the shortest the bot ever took
Second value is the average step duration
Third value is the maximum step duration - the longest the bot ever took (including on_start())
Fourth value is the step duration the bot took last iteration
If called in the first iteration, it returns (inf, 0, 0, 0)"""
avg_step_duration = (
(self._total_time_in_on_step / self._total_steps_iterations) if self._total_steps_iterations else 0
)
return (
self._min_step_time * 1000,
avg_step_duration * 1000,
self._max_step_time * 1000,
self._last_step_step_time * 1000,
)
def alert(self, alert_code: Alert) -> bool:
"""
Check if alert is triggered in the current step.
Possible alerts are listed here https://github.com/Blizzard/s2client-proto/blob/e38efed74c03bec90f74b330ea1adda9215e655f/s2clientprotocol/sc2api.proto#L679-L702
Example use::
from sc2.data import Alert
if self.alert(Alert.AddOnComplete):
print("Addon Complete")
Alert codes::
AlertError
AddOnComplete
BuildingComplete
BuildingUnderAttack
LarvaHatched
MergeComplete
MineralsExhausted
MorphComplete
MothershipComplete
MULEExpired
NuclearLaunchDetected
NukeComplete
NydusWormDetected
ResearchComplete
TrainError
TrainUnitComplete
TrainWorkerComplete
TransformationComplete
UnitUnderAttack
UpgradeComplete
VespeneExhausted
WarpInComplete
:param alert_code:
"""
assert isinstance(alert_code, Alert), f"alert_code {alert_code} is no Alert"
return alert_code.value in self.state.alerts
@property
def start_location(self) -> Point2:
"""
Returns the spawn location of the bot, using the position of the first created townhall.
This will be None if the bot is run on an arcade or custom map that does not feature townhalls at game start.
"""
return self.game_info.player_start_location
@property
def enemy_start_locations(self) -> List[Point2]:
"""Possible start locations for enemies."""
return self.game_info.start_locations
@cached_property
def main_base_ramp(self) -> Ramp:
"""Returns the Ramp instance of the closest main-ramp to start location.
Look in game_info.py for more information about the Ramp class
Example: See terran ramp wall bot
"""
# The reason for len(ramp.upper) in {2, 5} is:
# ParaSite map has 5 upper points, and most other maps have 2 upper points at the main ramp.
# The map Acolyte has 4 upper points at the wrong ramp (which is closest to the start position).
try:
found_main_base_ramp = min(
(ramp for ramp in self.game_info.map_ramps if len(ramp.upper) in {2, 5}),
key=lambda r: self.start_location.distance_to(r.top_center),
)
except ValueError:
# Hardcoded hotfix for Honorgrounds LE map, as that map has a large main base ramp with inbase natural
found_main_base_ramp = min(
(ramp for ramp in self.game_info.map_ramps if len(ramp.upper) in {4, 9}),
key=lambda r: self.start_location.distance_to(r.top_center),
)
return found_main_base_ramp
@property_cache_once_per_frame
def expansion_locations_list(self) -> List[Point2]:
""" Returns a list of expansion positions, not sorted in any way. """
assert (
self._expansion_positions_list
), "self._find_expansion_locations() has not been run yet, so accessing the list of expansion locations is pointless."
return self._expansion_positions_list
@property_cache_once_per_frame
def expansion_locations_dict(self) -> Dict[Point2, Units]:
"""
Returns dict with the correct expansion position Point2 object as key,
resources as Units (mineral fields and vespene geysers) as value.
Caution: This function is slow. If you only need the expansion locations, use the property above.
"""
assert (
self._expansion_positions_list
), "self._find_expansion_locations() has not been run yet, so accessing the list of expansion locations is pointless."
expansion_locations: Dict[Point2, Units] = {pos: Units([], self) for pos in self._expansion_positions_list}
for resource in self.resources:
# It may be that some resources are not mapped to an expansion location
exp_position: Point2 = self._resource_location_to_expansion_position_dict.get(resource.position, None)
if exp_position:
assert exp_position in expansion_locations
expansion_locations[exp_position].append(resource)
return expansion_locations
@property
def units_created(self) -> Counter[UnitTypeId, int]:
"""Returns a Counter for all your units and buildings you have created so far.
This may be used for statistics (at the end of the game) or for strategic decision making.
CAUTION: This does not properly work at the moment for morphing units and structures. Please use the 'on_unit_type_changed' event to add these morphing unit types manually to 'self._units_created'.
Issues would arrise in e.g. siege tank morphing to sieged tank, and then morphing back (suddenly the counter counts 2 tanks have been created).
Examples::
# Give attack command to enemy base every time 10 marines have been trained
async def on_unit_created(self, unit: Unit):
if unit.type_id == UnitTypeId.MARINE:
if self.units_created[MARINE] % 10 == 0:
for marine in self.units(UnitTypeId.MARINE):
marine.attack(self.enemy_start_locations[0])
"""
return self._units_created
async def get_available_abilities(
self, units: Union[List[Unit], Units], ignore_resource_requirements: bool = False
) -> List[List[AbilityId]]:
"""Returns available abilities of one or more units. Right now only checks cooldown, energy cost, and whether the ability has been researched.
Examples::
units_abilities = await self.get_available_abilities(self.units)
or::
units_abilities = await self.get_available_abilities([self.units.random])
:param units:
:param ignore_resource_requirements:"""
return await self.client.query_available_abilities(units, ignore_resource_requirements)
async def expand_now(self, building: UnitTypeId = None, max_distance: int = 10, location: Optional[Point2] = None):
"""Finds the next possible expansion via 'self.get_next_expansion()'. If the target expansion is blocked (e.g. an enemy unit), it will misplace the expansion.
:param building:
:param max_distance:
:param location:"""
if not building:
# self.race is never Race.Random
start_townhall_type = {
Race.Protoss: UnitTypeId.NEXUS,
Race.Terran: UnitTypeId.COMMANDCENTER,
Race.Zerg: UnitTypeId.HATCHERY,
}
building = start_townhall_type[self.race]
assert isinstance(building, UnitTypeId), f"{building} is no UnitTypeId"
if not location:
location = await self.get_next_expansion()
if not location:
# All expansions are used up or mined out
logger.warning("Trying to expand_now() but bot is out of locations to expand to")
return
await self.build(building, near=location, max_distance=max_distance, random_alternative=False, placement_step=1)
async def get_next_expansion(self) -> Optional[Point2]:
"""Find next expansion location."""
closest = None
distance = math.inf
for el in self.expansion_locations_list:
def is_near_to_expansion(t):
return t.distance_to(el) < self.EXPANSION_GAP_THRESHOLD
if any(map(is_near_to_expansion, self.townhalls)):
# already taken
continue
startp = self.game_info.player_start_location
d = await self.client.query_pathing(startp, el)
if d is None:
continue
if d < distance:
distance = d
closest = el
return closest
# pylint: disable=R0912
async def distribute_workers(self, resource_ratio: float = 2):
"""
Distributes workers across all the bases taken.
Keyword `resource_ratio` takes a float. If the current minerals to gas
ratio is bigger than `resource_ratio`, this function prefer filling gas_buildings
first, if it is lower, it will prefer sending workers to minerals first.
NOTE: This function is far from optimal, if you really want to have
refined worker control, you should write your own distribution function.
For example long distance mining control and moving workers if a base was killed
are not being handled.
WARNING: This is quite slow when there are lots of workers or multiple bases.
:param resource_ratio:"""
if not self.mineral_field or not self.workers or not self.townhalls.ready:
return
worker_pool = self.workers.idle
bases = self.townhalls.ready
gas_buildings = self.gas_buildings.ready
# list of places that need more workers
deficit_mining_places = []
for mining_place in bases | gas_buildings:
difference = mining_place.surplus_harvesters
# perfect amount of workers, skip mining place
if not difference:
continue
if mining_place.has_vespene:
# get all workers that target the gas extraction site
# or are on their way back from it
local_workers = self.workers.filter(
lambda unit: unit.order_target == mining_place.tag or
(unit.is_carrying_vespene and unit.order_target == bases.closest_to(mining_place).tag)
)
else:
# get tags of minerals around expansion
local_minerals_tags = {
mineral.tag
for mineral in self.mineral_field if mineral.distance_to(mining_place) <= 8
}
# get all target tags a worker can have
# tags of the minerals he could mine at that base
# get workers that work at that gather site
local_workers = self.workers.filter(
lambda unit: unit.order_target in local_minerals_tags or
(unit.is_carrying_minerals and unit.order_target == mining_place.tag)
)
# too many workers
if difference > 0:
for worker in local_workers[:difference]:
worker_pool.append(worker)
# too few workers
# add mining place to deficit bases for every missing worker
else:
deficit_mining_places += [mining_place for _ in range(-difference)]
# prepare all minerals near a base if we have too many workers
# and need to send them to the closest patch
if len(worker_pool) > len(deficit_mining_places):
all_minerals_near_base = [
mineral for mineral in self.mineral_field
if any(mineral.distance_to(base) <= 8 for base in self.townhalls.ready)
]
# distribute every worker in the pool
for worker in worker_pool:
# as long as have workers and mining places
if deficit_mining_places:
# choose only mineral fields first if current mineral to gas ratio is less than target ratio
if self.vespene and self.minerals / self.vespene < resource_ratio:
possible_mining_places = [place for place in deficit_mining_places if not place.vespene_contents]
# else prefer gas
else:
possible_mining_places = [place for place in deficit_mining_places if place.vespene_contents]
# if preferred type is not available any more, get all other places
if not possible_mining_places:
possible_mining_places = deficit_mining_places
# find closest mining place
current_place = min(deficit_mining_places, key=lambda place: place.distance_to(worker))
# remove it from the list
deficit_mining_places.remove(current_place)
# if current place is a gas extraction site, go there
if current_place.vespene_contents:
worker.gather(current_place)
# if current place is a gas extraction site,
# go to the mineral field that is near and has the most minerals left
else:
local_minerals = (
mineral for mineral in self.mineral_field if mineral.distance_to(current_place) <= 8
)
# local_minerals can be empty if townhall is misplaced
target_mineral = max(local_minerals, key=lambda mineral: mineral.mineral_contents, default=None)
if target_mineral:
worker.gather(target_mineral)
# more workers to distribute than free mining spots
# send to closest if worker is doing nothing
elif worker.is_idle and all_minerals_near_base:
target_mineral = min(all_minerals_near_base, key=lambda mineral: mineral.distance_to(worker))
worker.gather(target_mineral)
else:
# there are no deficit mining places and worker is not idle
# so dont move him
pass
@property_cache_once_per_frame
def owned_expansions(self) -> Dict[Point2, Unit]:
"""Dict of expansions owned by the player with mapping {expansion_location: townhall_structure}."""
owned = {}
for el in self.expansion_locations_list:
def is_near_to_expansion(t):
return t.distance_to(el) < self.EXPANSION_GAP_THRESHOLD
th = next((x for x in self.townhalls if is_near_to_expansion(x)), None)
if th:
owned[el] = th
return owned
def calculate_supply_cost(self, unit_type: UnitTypeId) -> float:
"""
This function calculates the required supply to train or morph a unit.
The total supply of a baneling is 0.5, but a zergling already uses up 0.5 supply, so the morph supply cost is 0.
The total supply of a ravager is 3, but a roach already uses up 2 supply, so the morph supply cost is 1.
The required supply to build zerglings is 1 because they pop in pairs, so this function returns 1 because the larva morph command requires 1 free supply.
Example::
roach_supply_cost = self.calculate_supply_cost(UnitTypeId.ROACH) # Is 2
ravager_supply_cost = self.calculate_supply_cost(UnitTypeId.RAVAGER) # Is 1
baneling_supply_cost = self.calculate_supply_cost(UnitTypeId.BANELING) # Is 0
:param unit_type:"""
if unit_type in {UnitTypeId.ZERGLING}:
return 1
if unit_type in {UnitTypeId.BANELING}:
return 0
unit_supply_cost = self.game_data.units[unit_type.value]._proto.food_required
if unit_supply_cost > 0 and unit_type in UNIT_TRAINED_FROM and len(UNIT_TRAINED_FROM[unit_type]) == 1:
producer: UnitTypeId
for producer in UNIT_TRAINED_FROM[unit_type]:
producer_unit_data = self.game_data.units[producer.value]
if producer_unit_data._proto.food_required <= unit_supply_cost:
producer_supply_cost = producer_unit_data._proto.food_required
unit_supply_cost -= producer_supply_cost
return unit_supply_cost
def can_feed(self, unit_type: UnitTypeId) -> bool:
"""Checks if you have enough free supply to build the unit
Example::
cc = self.townhalls.idle.random_or(None)
# self.townhalls can be empty or there are no idle townhalls
if cc and self.can_feed(UnitTypeId.SCV):
cc.train(UnitTypeId.SCV)
:param unit_type:"""
required = self.calculate_supply_cost(unit_type)
# "required <= 0" in case self.supply_left is negative
return required <= 0 or self.supply_left >= required
def calculate_unit_value(self, unit_type: UnitTypeId) -> Cost:
"""
Unlike the function below, this function returns the value of a unit given by the API (e.g. the resources lost value on kill).
Examples::
self.calculate_value(UnitTypeId.ORBITALCOMMAND) == Cost(550, 0)
self.calculate_value(UnitTypeId.RAVAGER) == Cost(100, 100)
self.calculate_value(UnitTypeId.ARCHON) == Cost(175, 275)
:param unit_type:
"""
unit_data = self.game_data.units[unit_type.value]
return Cost(unit_data._proto.mineral_cost, unit_data._proto.vespene_cost)
def calculate_cost(self, item_id: Union[UnitTypeId, UpgradeId, AbilityId]) -> Cost:
"""
Calculate the required build, train or morph cost of a unit. It is recommended to use the UnitTypeId instead of the ability to create the unit.
The total cost to create a ravager is 100/100, but the actual morph cost from roach to ravager is only 25/75, so this function returns 25/75.
It is adviced to use the UnitTypeId instead of the AbilityId. Instead of::
self.calculate_cost(AbilityId.UPGRADETOORBITAL_ORBITALCOMMAND)
use::
self.calculate_cost(UnitTypeId.ORBITALCOMMAND)
More examples::
from sc2.game_data import Cost
self.calculate_cost(UnitTypeId.BROODLORD) == Cost(150, 150)
self.calculate_cost(UnitTypeId.RAVAGER) == Cost(25, 75)
self.calculate_cost(UnitTypeId.BANELING) == Cost(25, 25)
self.calculate_cost(UnitTypeId.ORBITALCOMMAND) == Cost(150, 0)
self.calculate_cost(UnitTypeId.REACTOR) == Cost(50, 50)
self.calculate_cost(UnitTypeId.TECHLAB) == Cost(50, 25)
self.calculate_cost(UnitTypeId.QUEEN) == Cost(150, 0)
self.calculate_cost(UnitTypeId.HATCHERY) == Cost(300, 0)
self.calculate_cost(UnitTypeId.LAIR) == Cost(150, 100)
self.calculate_cost(UnitTypeId.HIVE) == Cost(200, 150)
:param item_id:
"""
if isinstance(item_id, UnitTypeId):
# Fix cost for reactor and techlab where the API returns 0 for both
if item_id in {UnitTypeId.REACTOR, UnitTypeId.TECHLAB, UnitTypeId.ARCHON, UnitTypeId.BANELING}:
if item_id == UnitTypeId.REACTOR:
return Cost(50, 50)
if item_id == UnitTypeId.TECHLAB:
return Cost(50, 25)
if item_id == UnitTypeId.BANELING:
return Cost(25, 25)
if item_id == UnitTypeId.ARCHON:
return self.calculate_unit_value(UnitTypeId.ARCHON)
unit_data = self.game_data.units[item_id.value]
# Cost of morphs is automatically correctly calculated by 'calculate_ability_cost'
return self.game_data.calculate_ability_cost(unit_data.creation_ability.exact_id)
if isinstance(item_id, UpgradeId):
cost = self.game_data.upgrades[item_id.value].cost
else:
# Is already AbilityId
cost = self.game_data.calculate_ability_cost(item_id)
return cost
def can_afford(self, item_id: Union[UnitTypeId, UpgradeId, AbilityId], check_supply_cost: bool = True) -> bool:
"""Tests if the player has enough resources to build a unit or structure.
Example::
cc = self.townhalls.idle.random_or(None)
# self.townhalls can be empty or there are no idle townhalls
if cc and self.can_afford(UnitTypeId.SCV):
cc.train(UnitTypeId.SCV)
Example::
# Current state: we have 150 minerals and one command center and a barracks
can_afford_morph = self.can_afford(UnitTypeId.ORBITALCOMMAND, check_supply_cost=False)
# Will be 'True' although the API reports that an orbital is worth 550 minerals, but the morph cost is only 150 minerals
:param item_id:
:param check_supply_cost:"""
cost = self.calculate_cost(item_id)
if cost.minerals > self.minerals or cost.vespene > self.vespene:
return False
if check_supply_cost and isinstance(item_id, UnitTypeId):
supply_cost = self.calculate_supply_cost(item_id)
if supply_cost and supply_cost > self.supply_left:
return False
return True
async def can_cast(
self,
unit: Unit,
ability_id: AbilityId,
target: Optional[Union[Unit, Point2]] = None,
only_check_energy_and_cooldown: bool = False,
cached_abilities_of_unit: List[AbilityId] = None,
) -> bool:
"""Tests if a unit has an ability available and enough energy to cast it.
Example::
stalkers = self.units(UnitTypeId.STALKER)
stalkers_that_can_blink = stalkers.filter(lambda unit: unit.type_id == UnitTypeId.STALKER and (await self.can_cast(unit, AbilityId.EFFECT_BLINK_STALKER, only_check_energy_and_cooldown=True)))
See data_pb2.py (line 161) for the numbers 1-5 to make sense
:param unit:
:param ability_id:
:param target:
:param only_check_energy_and_cooldown:
:param cached_abilities_of_unit:"""
assert isinstance(unit, Unit), f"{unit} is no Unit object"
assert isinstance(ability_id, AbilityId), f"{ability_id} is no AbilityId"
assert isinstance(target, (type(None), Unit, Point2))
# check if unit has enough energy to cast or if ability is on cooldown
if cached_abilities_of_unit:
abilities = cached_abilities_of_unit
else:
abilities = (await self.get_available_abilities([unit], ignore_resource_requirements=False))[0]
if ability_id in abilities:
if only_check_energy_and_cooldown:
return True
cast_range = self.game_data.abilities[ability_id.value]._proto.cast_range
ability_target: int = self.game_data.abilities[ability_id.value]._proto.target
# Check if target is in range (or is a self cast like stimpack)
if (
ability_target == 1 or ability_target == Target.PointOrNone.value and isinstance(target, Point2)
and unit.distance_to(target) <= unit.radius + target.radius + cast_range
): # cant replace 1 with "Target.None.value" because ".None" doesnt seem to be a valid enum name
return True
# Check if able to use ability on a unit
if (
ability_target in {Target.Unit.value, Target.PointOrUnit.value} and isinstance(target, Unit)
and unit.distance_to(target) <= unit.radius + target.radius + cast_range
):
return True
# Check if able to use ability on a position
if (
ability_target in {Target.Point.value, Target.PointOrUnit.value} and isinstance(target, Point2)
and unit.distance_to(target) <= unit.radius + cast_range
):
return True
return False
def select_build_worker(self, pos: Union[Unit, Point2], force: bool = False) -> Optional[Unit]:
"""Select a worker to build a building with.
Example::
barracks_placement_position = self.main_base_ramp.barracks_correct_placement
worker = self.select_build_worker(barracks_placement_position)
# Can return None
if worker:
worker.build(UnitTypeId.BARRACKS, barracks_placement_position)
:param pos:
:param force:"""
workers = (
self.workers.filter(lambda w: (w.is_gathering or w.is_idle) and w.distance_to(pos) < 20) or self.workers
)
if workers:
for worker in workers.sorted_by_distance_to(pos).prefer_idle:
if (
worker not in self.unit_tags_received_action and not worker.orders or len(worker.orders) == 1
and worker.orders[0].ability.id in {AbilityId.MOVE, AbilityId.HARVEST_GATHER}
):
return worker
return workers.random if force else None
return None
async def can_place_single(self, building: Union[AbilityId, UnitTypeId], position: Point2) -> bool:
""" Checks the placement for only one position. """
if isinstance(building, UnitTypeId):
creation_ability = self.game_data.units[building.value].creation_ability.id
return (await self.client._query_building_placement_fast(creation_ability, [position]))[0]
return (await self.client._query_building_placement_fast(building, [position]))[0]
async def can_place(self, building: Union[AbilityData, AbilityId, UnitTypeId],
positions: List[Point2]) -> List[bool]:
"""Tests if a building can be placed in the given locations.
Example::
barracks_placement_position = self.main_base_ramp.barracks_correct_placement
worker = self.select_build_worker(barracks_placement_position)
# Can return None
if worker and (await self.can_place(UnitTypeId.BARRACKS, [barracks_placement_position])[0]:
worker.build(UnitTypeId.BARRACKS, barracks_placement_position)
:param building:
:param position:"""
building_type = type(building)
assert type(building) in {AbilityData, AbilityId, UnitTypeId}, f"{building}, {building_type}"
if building_type == UnitTypeId:
building = self.game_data.units[building.value].creation_ability.id
elif building_type == AbilityData:
warnings.warn(
"Using AbilityData is deprecated and may be removed soon. Please use AbilityId or UnitTypeId instead.",
DeprecationWarning,
stacklevel=2,
)
building = building_type.id
if isinstance(positions, (Point2, tuple)):
warnings.warn(
"The support for querying single entries will be removed soon. Please use either 'await self.can_place_single(building, position)' or 'await (self.can_place(building, [position]))[0]",
DeprecationWarning,
stacklevel=2,
)
return await self.can_place_single(building, positions)
assert isinstance(positions, list), f"Expected an iterable (list, tuple), but was: {positions}"
assert isinstance(
positions[0], Point2
), f"List is expected to have Point2, but instead had: {positions[0]} {type(positions[0])}"
return await self.client._query_building_placement_fast(building, positions)
async def find_placement(
self,
building: Union[UnitTypeId, AbilityId],
near: Point2,
max_distance: int = 20,
random_alternative: bool = True,
placement_step: int = 2,
addon_place: bool = False,
) -> Optional[Point2]:
"""Finds a placement location for building.
Example::
if self.townhalls:
cc = self.townhalls[0]
depot_position = await self.find_placement(UnitTypeId.SUPPLYDEPOT, near=cc)
:param building:
:param near:
:param max_distance:
:param random_alternative:
:param placement_step:
:param addon_place:"""
assert isinstance(building, (AbilityId, UnitTypeId))
assert isinstance(near, Point2), f"{near} is no Point2 object"
if isinstance(building, UnitTypeId):
building = self.game_data.units[building.value].creation_ability.id
if await self.can_place_single(
building, near
) and (not addon_place or await self.can_place_single(UnitTypeId.SUPPLYDEPOT, near.offset((2.5, -0.5)))):
return near
if max_distance == 0:
return None
for distance in range(placement_step, 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)]
)
]
res = await self.client._query_building_placement_fast(building, possible_positions)
# Filter all positions if building can be placed
possible = [p for r, p in zip(res, possible_positions) if r]
if addon_place:
# Filter remaining positions if addon can be placed
res = await self.client._query_building_placement_fast(
AbilityId.TERRANBUILDDROP_SUPPLYDEPOTDROP,
[p.offset((2.5, -0.5)) for p in possible],
)
possible = [p for r, p in zip(res, possible) if r]
if not possible:
continue
if random_alternative:
return random.choice(possible)
return min(possible, key=lambda p: p.distance_to_point2(near))
return None
# TODO: improve using cache per frame
def already_pending_upgrade(self, upgrade_type: UpgradeId) -> float:
"""Check if an upgrade is being researched
Returns values are::
0 # not started
0 < x < 1 # researching
1 # completed
Example::
stim_completion_percentage = self.already_pending_upgrade(UpgradeId.STIMPACK)
:param upgrade_type:
"""
assert isinstance(upgrade_type, UpgradeId), f"{upgrade_type} is no UpgradeId"
if upgrade_type in self.state.upgrades:
return 1
creationAbilityID = self.game_data.upgrades[upgrade_type.value].research_ability.exact_id
for structure in self.structures.filter(lambda unit: unit.is_ready):
for order in structure.orders:
if order.ability.exact_id == creationAbilityID:
return order.progress
return 0
def structure_type_build_progress(self, structure_type: Union[UnitTypeId, int]) -> float:
"""
Returns the build progress of a structure type.
Return range: 0 <= x <= 1 where
0: no such structure exists
0 < x < 1: at least one structure is under construction, returns the progress of the one with the highest progress
1: we have at least one such structure complete
Example::
# Assuming you have one barracks building at 0.5 build progress:
progress = self.structure_type_build_progress(UnitTypeId.BARRACKS)
print(progress)
# This prints out 0.5
# If you want to save up money for mutalisks, you can now save up once the spire is nearly completed:
spire_almost_completed: bool = self.structure_type_build_progress(UnitTypeId.SPIRE) > 0.75
# If you have a Hive completed but no lair, this function returns 1.0 for the following:
self.structure_type_build_progress(UnitTypeId.LAIR)
# Assume you have 2 command centers in production, one has 0.5 build_progress and the other 0.2, the following returns 0.5
highest_progress_of_command_center: float = self.structure_type_build_progress(UnitTypeId.COMMANDCENTER)
:param structure_type:
"""
assert isinstance(
structure_type, (int, UnitTypeId)
), f"Needs to be int or UnitTypeId, but was: {type(structure_type)}"
if isinstance(structure_type, int):
structure_type_value: int = structure_type
structure_type = UnitTypeId(structure_type_value)
else:
structure_type_value = structure_type.value
assert structure_type_value, f"structure_type can not be 0 or NOTAUNIT, but was: {structure_type_value}"
equiv_values: Set[int] = {structure_type_value} | {
s_type.value
for s_type in EQUIVALENTS_FOR_TECH_PROGRESS.get(structure_type, set())
}
# SUPPLYDEPOTDROP is not in self.game_data.units, so bot_ai should not check the build progress via creation ability (worker abilities)
if structure_type_value not in self.game_data.units:
return max((s.build_progress for s in self.structures if s._proto.unit_type in equiv_values), default=0)
creation_ability_data: AbilityData = self.game_data.units[structure_type_value].creation_ability
if creation_ability_data is None:
return 0
creation_ability: AbilityId = creation_ability_data.exact_id
max_value = max(
[s.build_progress for s in self.structures if s._proto.unit_type in equiv_values] +
[self._abilities_count_and_build_progress[1].get(creation_ability, 0)],
default=0,
)
return max_value
def tech_requirement_progress(self, structure_type: UnitTypeId) -> float:
"""Returns the tech requirement progress for a specific building
Example::
# Current state: supply depot is at 50% completion
tech_requirement = self.tech_requirement_progress(UnitTypeId.BARRACKS)
print(tech_requirement) # Prints 0.5 because supply depot is half way done
Example::
# Current state: your bot has one hive, no lair
tech_requirement = self.tech_requirement_progress(UnitTypeId.HYDRALISKDEN)
print(tech_requirement) # Prints 1 because a hive exists even though only a lair is required
Example::
# Current state: One factory is flying and one is half way done
tech_requirement = self.tech_requirement_progress(UnitTypeId.STARPORT)
print(tech_requirement) # Prints 1 because even though the type id of the flying factory is different, it still has build progress of 1 and thus tech requirement is completed
:param structure_type:"""
race_dict = {
Race.Protoss: PROTOSS_TECH_REQUIREMENT,
Race.Terran: TERRAN_TECH_REQUIREMENT,
Race.Zerg: ZERG_TECH_REQUIREMENT,
}
unit_info_id = race_dict[self.race][structure_type]
unit_info_id_value = unit_info_id.value
# The following commented out line is unreliable for ghost / thor as they return 0 which is incorrect
# unit_info_id_value = self.game_data.units[structure_type.value]._proto.tech_requirement
if not unit_info_id_value: # Equivalent to "if unit_info_id_value == 0:"
return 1
progresses: List[float] = [self.structure_type_build_progress(unit_info_id_value)]
for equiv_structure in EQUIVALENTS_FOR_TECH_PROGRESS.get(unit_info_id, []):
progresses.append(self.structure_type_build_progress(equiv_structure.value))
return max(progresses)
def already_pending(self, unit_type: Union[UpgradeId, UnitTypeId]) -> float:
"""
Returns a number of buildings or units already in progress, or if a
worker is en route to build it. This also includes queued orders for
workers and build queues of buildings.
Example::
amount_of_scv_in_production: int = self.already_pending(UnitTypeId.SCV)
amount_of_CCs_in_queue_and_production: int = self.already_pending(UnitTypeId.COMMANDCENTER)
amount_of_lairs_morphing: int = self.already_pending(UnitTypeId.LAIR)
:param unit_type:
"""
if isinstance(unit_type, UpgradeId):
return self.already_pending_upgrade(unit_type)
try:
ability = self.game_data.units[unit_type.value].creation_ability.exact_id
except AttributeError:
if unit_type in CREATION_ABILITY_FIX:
# Hotfix for checking pending archons
if unit_type == UnitTypeId.ARCHON:
return self._abilities_count_and_build_progress[0][AbilityId.ARCHON_WARP_TARGET] / 2
# Hotfix for rich geysirs
return self._abilities_count_and_build_progress[0][CREATION_ABILITY_FIX[unit_type]]
logger.error(f"Uncaught UnitTypeId: {unit_type}")
return 0
return self._abilities_count_and_build_progress[0][ability]
def worker_en_route_to_build(self, unit_type: UnitTypeId) -> float:
"""This function counts how many workers are on the way to start the construction a building.
:param unit_type:"""
ability = self.game_data.units[unit_type.value].creation_ability.exact_id
return self._worker_orders[ability]
@property_cache_once_per_frame
def structures_without_construction_SCVs(self) -> Units:
"""Returns all structures that do not have an SCV constructing it.
Warning: this function may move to become a Units filter."""
worker_targets: Set[Union[int, Point2]] = set()
for worker in self.workers:
# Ignore repairing workers
if not worker.is_constructing_scv:
continue
for order in worker.orders:
# When a construction is resumed, the worker.orders[0].target is the tag of the structure, else it is a Point2
worker_targets.add(order.target)
return self.structures.filter(
lambda structure: structure.build_progress < 1
# Redundant check?
and structure.type_id in TERRAN_STRUCTURES_REQUIRE_SCV and structure.position not in worker_targets and
structure.tag not in worker_targets and structure.tag in self._structures_previous_map and self.
_structures_previous_map[structure.tag].build_progress == structure.build_progress
)
async def build(
self,
building: UnitTypeId,
near: Union[Unit, Point2],
max_distance: int = 20,
build_worker: Optional[Unit] = None,
random_alternative: bool = True,
placement_step: int = 2,
) -> bool:
"""Not recommended as this function checks many positions if it "can place" on them until it found a valid
position. Also if the given position is not placeable, this function tries to find a nearby position to place
the structure. Then orders the worker to start the construction.
:param building:
:param near:
:param max_distance:
:param build_worker:
:param random_alternative:
:param placement_step:"""
assert isinstance(near, (Unit, Point2))
if not self.can_afford(building):
return False
p = None
gas_buildings = {UnitTypeId.EXTRACTOR, UnitTypeId.ASSIMILATOR, UnitTypeId.REFINERY}
if isinstance(near, Unit) and building not in gas_buildings:
near = near.position
if isinstance(near, Point2):
near = near.to2
if isinstance(near, Point2):
p = await self.find_placement(building, near, max_distance, random_alternative, placement_step)
if p is None:
return False
builder = build_worker or self.select_build_worker(near)
if builder is None:
return False
if building in gas_buildings:
assert isinstance(near, Unit)
builder.build_gas(near)
return True
self.do(builder.build(building, p), subtract_cost=True, ignore_warning=True)
return True
def train(
self,
unit_type: UnitTypeId,
amount: int = 1,
closest_to: Point2 = None,
train_only_idle_buildings: bool = True
) -> int:
"""Trains a specified number of units. Trains only one if amount is not specified.
Warning: currently has issues with warp gate warp ins
Very generic function. Please use with caution and report any bugs!
Example Zerg::
self.train(UnitTypeId.QUEEN, 5)
# This should queue 5 queens in 5 different townhalls if you have enough townhalls, enough minerals and enough free supply left
Example Terran::
# Assuming you have 2 idle barracks with reactors, one barracks without addon and one with techlab
# It should only queue 4 marines in the 2 idle barracks with reactors
self.train(UnitTypeId.MARINE, 4)
Example distance to::
# If you want to train based on distance to a certain point, you can use "closest_to"
self.train(UnitTypeId.MARINE, 4, closest_to = self.game_info.map_center)
:param unit_type:
:param amount:
:param closest_to:
:param train_only_idle_buildings:"""
# Tech requirement not met
if self.tech_requirement_progress(unit_type) < 1:
race_dict = {
Race.Protoss: PROTOSS_TECH_REQUIREMENT,
Race.Terran: TERRAN_TECH_REQUIREMENT,
Race.Zerg: ZERG_TECH_REQUIREMENT,
}
unit_info_id = race_dict[self.race][unit_type]
logger.warning(
f"{self.time_formatted} Trying to produce unit {unit_type} in self.train() but tech requirement is not met: {unit_info_id}"
)
return 0
# Not affordable
if not self.can_afford(unit_type):
return 0
trained_amount = 0
# All train structure types: queen can made from hatchery, lair, hive
train_structure_type: Set[UnitTypeId] = UNIT_TRAINED_FROM[unit_type]
train_structures = self.structures if self.race != Race.Zerg else self.structures | self.larva
requires_techlab = any(
TRAIN_INFO[structure_type][unit_type].get("requires_techlab", False)
for structure_type in train_structure_type
)
is_protoss = self.race == Race.Protoss
is_terran = self.race == Race.Terran
can_have_addons = any(
# pylint: disable=C0208
u in train_structure_type for u in {UnitTypeId.BARRACKS, UnitTypeId.FACTORY, UnitTypeId.STARPORT}
)