-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathStarCraft_Bot.py
137 lines (111 loc) · 5.35 KB
/
StarCraft_Bot.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
import sc2
from sc2 import run_game, maps, Race, Difficulty, Result, AIBuild
from sc2.player import Bot, Computer
from sc2.constants import NEXUS, PROBE, PYLON, ASSIMILATOR, GATEWAY, CYBERNETICSCORE, STALKER, STARGATE, VOIDRAY
import random
class NebulaMind(sc2.BotAI):
def __init__(self, MAX_STALKER, MAX_VOIDRAY):
self.ITERATIONS_PER_MINUTE = 165
self.MAX_WORKERS = 50
self.MAX_STALKER = MAX_STALKER
self.MAX_VOIDRAY = MAX_VOIDRAY
async def on_step(self, iteration):
self.iteration = iteration
await self.distribute_workers()
await self.build_workers()
await self.build_pylons()
await self.build_assimilators()
await self.expand()
await self.offensive_force_buildings()
await self.build_offensive_force()
await self.attack()
async def build_workers(self):
if (len(self.units(NEXUS)) * 16) > len(self.units(PROBE)) and len(self.units(PROBE)) < self.MAX_WORKERS:
for nexus in self.units(NEXUS).ready.idle:
if self.can_afford(PROBE):
await self.do(nexus.train(PROBE))
async def build_pylons(self):
if self.supply_left < 5 and not self.already_pending(PYLON):
nexuses = self.units(NEXUS).ready
if nexuses.exists:
if self.can_afford(PYLON):
await self.build(PYLON, near=nexuses.first)
async def build_assimilators(self):
for nexus in self.units(NEXUS).ready:
vaspenes = self.state.vespene_geyser.closer_than(15.0, nexus)
for vaspene in vaspenes:
if not self.can_afford(ASSIMILATOR):
break
worker = self.select_build_worker(vaspene.position)
if worker is None:
break
if not self.units(ASSIMILATOR).closer_than(1.0, vaspene).exists:
await self.do(worker.build(ASSIMILATOR, vaspene))
async def expand(self):
if self.units(NEXUS).amount < (self.iteration / self.ITERATIONS_PER_MINUTE) and self.can_afford(NEXUS):
await self.expand_now()
async def offensive_force_buildings(self):
#print(self.iteration / self.ITERATIONS_PER_MINUTE)
if self.units(PYLON).ready.exists:
pylon = self.units(PYLON).ready.random
if self.units(GATEWAY).ready.exists and not self.units(CYBERNETICSCORE):
if self.can_afford(CYBERNETICSCORE) and not self.already_pending(CYBERNETICSCORE):
await self.build(CYBERNETICSCORE, near=pylon)
elif len(self.units(GATEWAY)) < ((self.iteration / self.ITERATIONS_PER_MINUTE)):
if self.can_afford(GATEWAY) and not self.already_pending(GATEWAY):
await self.build(GATEWAY, near=pylon)
if self.units(CYBERNETICSCORE).ready.exists:
if len(self.units(STARGATE)) < ((self.iteration / self.ITERATIONS_PER_MINUTE)):
if self.can_afford(STARGATE) and not self.already_pending(STARGATE):
await self.build(STARGATE, near=pylon)
async def build_offensive_force(self):
for gw in self.units(GATEWAY).ready.idle:
if not self.units(STALKER).amount > self.units(VOIDRAY).amount and self.units(CYBERNETICSCORE):
if self.can_afford(STALKER) and self.supply_left > 0:
await self.do(gw.train(STALKER))
for sg in self.units(STARGATE).ready.idle:
if self.can_afford(VOIDRAY) and self.supply_left > 0:
await self.do(sg.train(VOIDRAY))
def find_target(self, state):
if len(self.known_enemy_units) > 0:
return random.choice(self.known_enemy_units)
elif len(self.known_enemy_structures) > 0:
return random.choice(self.known_enemy_structures)
else:
return self.enemy_start_locations[0]
async def attack(self):
# {UNIT: [n to fight, n to defend]}
aggressive_units = {STALKER: self.MAX_STALKER,
VOIDRAY: self.MAX_VOIDRAY}
for UNIT in aggressive_units:
if self.units(UNIT).amount > aggressive_units[UNIT]:
for s in self.units(UNIT).idle:
await self.do(s.attack(self.find_target(self.state)))
else:
if len(self.known_enemy_units) > 0:
for s in self.units(UNIT).idle:
await self.do(s.attack(random.choice(self.known_enemy_units)))
max_stalker = 16
max_voidray = 8
wins = 0
losses = 0
for j in range(5):
results = run_game(maps.get("AbyssalReefLE"), [ Bot(Race.Protoss, NebulaMind(max_stalker,max_voidray)), Computer(Race.Terran, Difficulty.Medium)], realtime=False)
if results == Result.Victory:
wins += 1
else:
losses += 1
f = open("sc2_results.txt","a")
f.write("----- Experiment Results ------\n")
f.write("Max Stalker/Voidray : " + str(max_stalker) + "/" + str(max_voidray) + "\n")
f.write("Total Games: " + str(wins+losses) + "\n")
f.write("Wins: " + str(wins) + "\n")
f.write("Losses: " + str(losses) + "\n")
f.write("Difficulty: Harder\n")
f.write("Computer Race: Terran\n")
f.write("*************************\n")
f.close()
print ("----- Experiment Results ------")
print ("Total Games: " + str(wins+losses))
print ("Wins: " + str(wins))
print ("Losses: " + str(losses))