-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathaction_utils.py
267 lines (235 loc) · 9.53 KB
/
action_utils.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
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
from pysc2.lib import actions, features, units
from enum import Enum, auto
import random
valid_actions = [
'NOTHING',
'SELECT_SCV',
'TRAIN_BARRACKS_MARINE',
'TRAIN_SCV',
'TRAIN_BARRACKS_REAPER',
'TRAIN_FACTORY_HELLION',
'TRAIN_FACTORY_TANK',
'TRAIN_BARRACKS_MARAUDER',
'SELECT_BARRACKS',
'SELECT_COMMANDCENTER',
'SELECT_FACTORY',
'BUILD_BARRACKS',
'BUILD_BARRACKS_TECH_LAB',
'SELECT_ENGBAY',
'BUILD_SUPPLYDEPOT',
'BUILD_COMMAND_CENTER',
'BUILD_REFINERY',
'BUILD_FACTORY',
'BUILD_FACTORY_TECH_LAB',
'BUILD_ENGBAY',
'SELECT_ARMY',
'RESEARCH_INFANTRY_WEAPONS_UPGRADE',
'SIEGE',
'UNSIEGE',
'LAND',
]
unit_mapping = {
'BARRACKS':units.Terran.Barracks,
'ENGBAY':units.Terran.EngineeringBay,
'FACTORY':units.Terran.Factory,
'TANK':units.Terran.SiegeTank,
'SIEGEDTANK':units.Terran.SiegeTankSieged
}
for x in range(64):
for y in range(64):
# valid_actions.append('MOVE_%d_%d' % (x, y))
if (x + 1) % 16 == 0 and (y + 1) % 16 == 0:
valid_actions.append('ATTACK_%d_%d' % (x - 8, y - 8))
class ActionUtils:
def __init__(self):
self.state = {}
def count_units(self, obs, unit_type):
return len(self.get_units(obs, unit_type))
def get_units(self, obs, unit_type):
return [unit for unit in obs.observation.feature_units if unit.unit_type == unit_type]
def unit_type_is_selected(self, obs, unit_type):
if (len(obs.observation.single_select) > 0 and obs.observation.single_select[0].unit_type == unit_type):
return True
if (len(obs.observation.multi_select) > 0 and obs.observation.multi_select[0].unit_type == unit_type):
return True
return False
def can_do(self, action, obs):
return action in obs.observation.available_actions
def nothing(self):
return actions.FUNCTIONS.no_op()
def near(self, unit):
x = ((-1)**random.randrange(2) * random.randint(0,30)) + unit.x
y = ((-1)**random.randrange(2) * random.randint(0,30)) + unit.y
return x,y
def anywhere(self):
return (random.randint(0, 83),random.randint(0, 83))
def train(self, production_unit, action, obs):
if self.unit_type_is_selected(obs, production_unit) and self.can_do(action.id, obs):
return action("queued")
else:
return self.nothing()
def build(self, production_unit, action, obs, loc=None):
if loc is None:
loc = self.anywhere()
if self.unit_type_is_selected(obs, production_unit) and self.can_do(action.id, obs):
return action("queued", loc)
else:
return self.nothing()
def select(self,type, obs, all=True, random_choice=False):
group = self.get_units(obs, type)
group_unit = self.find_valid(group, random_choice)
if group_unit is not None:
if all:
action_name = "select_all_type"
else:
action_name = "select"
self.state['selected'] = group_unit
return actions.FUNCTIONS.select_point(action_name, (group_unit.x, group_unit.y))
else:
return self.nothing()
def find_valid(self, choices, random_choice=False):
valid_choices = self.find_all_valid(choices)
if len(valid_choices) > 0:
if random_choice:
return random.choice(valid_choices)
else:
return valid_choices[0]
else:
return None
def find_all_valid(self, choices):
return [s for s in choices if s.x >= 0 and s.y >= 0 and s.x < 84 and s.y < 84]
def transform_distance(self, x, x_distance, y, y_distance, base_top_left):
if not base_top_left:
return [x - x_distance, y - y_distance]
return [x + x_distance, y + y_distance]
def transform_location(self, x, y, base_top_left):
if not base_top_left:
return [64 - x, 64 - y]
return [x, y]
def do(self, obs, choice, base_top_left, base_loc):
# if obs.first():
# player_y, player_x = (obs.observation.feature_minimap.player_relative == features.PlayerRelative.SELF).nonzero()
# xmean = player_x.mean()
# ymean = player_y.mean()
# if xmean <= 31 and ymean <= 31:
# self.attack_coordinates = (49, 49)
# else:
# self.attack_coordinates = (12, 16)
print(choice)
if choice == 'NOTHING':
return self.nothing()
elif choice.startswith('ATTACK_'):
attack_elements = choice.split('_')
#SCV Hack!
# if self.can_do(actions.FUNCTIONS.Attack_minimap.id, obs):
if self.can_do(actions.FUNCTIONS.Attack_minimap.id, obs) and not self.unit_type_is_selected(obs, units.Terran.SCV):
x_offset = random.randint(-1, 1)
y_offset = random.randint(-1, 1)
x = int(attack_elements[1]) + (x_offset * 8)
y = int(attack_elements[2]) + (y_offset * 8)
return actions.FUNCTIONS.Attack_minimap("now", self.transform_location(x,y, base_top_left))
else:
return self.nothing()
elif choice == "LAND":
if self.can_do(actions.FUNCTIONS.Land_screen.id, obs):
return actions.FUNCTIONS.Land_screen("queued", self.anywhere())
else:
return self.nothing()
elif choice == "SIEGE":
if self.can_do(actions.FUNCTIONS.Morph_SiegeMode_quick.id, obs):
return actions.FUNCTIONS.Morph_SiegeMode_quick("now")
else:
return self.nothing()
elif choice == "UNSIEGE":
if self.can_do(actions.FUNCTIONS.Morph_Unsiege_quick.id, obs):
return actions.FUNCTIONS.Morph_Unsiege_quick("now")
else:
return self.nothing()
elif choice == 'BUILD_FACTORY_TECH_LAB':
if 'selected' in self.state:
loc = (self.state['selected'].x, self.state['selected'].y)
return self.build(units.Terran.Factory, actions.FUNCTIONS.Build_TechLab_screen, obs, loc)
else:
return self.build(units.Terran.Factory, actions.FUNCTIONS.Build_TechLab_screen, obs)
elif choice == 'BUILD_BARRACKS_TECH_LAB':
if 'selected' in self.state:
loc = (self.state['selected'].x, self.state['selected'].y)
return self.build(units.Terran.Barracks, actions.FUNCTIONS.Build_TechLab_screen, obs, loc)
else:
return self.build(units.Terran.Barracks, actions.FUNCTIONS.Build_TechLab_screen, obs)
elif choice == 'BUILD_COMMANDCENTER':
return self.build(units.Terran.SCV, actions.FUNCTIONS.Build_CommandCenter_screen, obs)
elif choice == 'BUILD_FACTORY':
return self.build(units.Terran.SCV, actions.FUNCTIONS.Build_Factory_screen, obs)
elif choice == 'BUILD_ENGBAY':
return self.build(units.Terran.SCV, actions.FUNCTIONS.Build_EngineeringBay_screen, obs)
elif choice == 'BUILD_BARRACKS':
return self.build(units.Terran.SCV, actions.FUNCTIONS.Build_Barracks_screen, obs)
elif choice == 'BUILD_SUPPLYDEPOT':
return self.build(units.Terran.SCV, actions.FUNCTIONS.Build_SupplyDepot_screen, obs)
elif choice == 'TRAIN_FACTORY_HELLION':
return self.train(units.Terran.Factory, actions.FUNCTIONS.Train_Hellion_quick, obs)
elif choice == 'TRAIN_FACTORY_TANK':
return self.train(units.Terran.Factory, actions.FUNCTIONS.Train_SiegeTank_quick, obs)
elif choice == 'TRAIN_BARRACKS_MARINE':
return self.train(units.Terran.Barracks, actions.FUNCTIONS.Train_Marine_quick, obs)
elif choice == 'TRAIN_BARRACKS_REAPER':
return self.train(units.Terran.Barracks, actions.FUNCTIONS.Train_Reaper_quick, obs)
elif choice == 'TRAIN_BARRACKS_MARAUDER':
return self.train(units.Terran.Barracks, actions.FUNCTIONS.Train_Marauder_quick, obs)
elif choice == 'TRAIN_SCV':
return self.train(units.Terran.CommandCenter, actions.FUNCTIONS.Train_SCV_quick, obs)
elif choice == 'RESEARCH_INFANTRY_WEAPONS_UPGRADE':
return self.train(units.Terran.EngineeringBay, actions.FUNCTIONS.Research_TerranInfantryWeapons_quick, obs)
elif choice == 'BUILD_REFINERY':
geysers = self.find_all_valid(self.get_units(obs, units.Neutral.VespeneGeyser))
extractors = self.find_all_valid(self.get_units(obs, units.Terran.Refinery))
extractor_locs = set([(e.x, e.y) for e in extractors])
open_geysers = [g for g in geysers if (g.x, g.y) not in extractor_locs]
if len(open_geysers) > 0:
return self.build(units.Terran.SCV, actions.FUNCTIONS.Build_Refinery_screen, obs, (open_geysers[0].x, open_geysers[0].y))
else:
return self.nothing()
# elif choice == RETURN_SCV_MINING:
# minerals = self.get_units(obs, units.Neutral.MineralField)
# if len(minerals) > 0 and self.unit_type_is_selected(obs, units.Terran.SCV) and self.can_do(actions.FUNCTIONS.Harvest_Gather_screen.id, obs):
# mineral = random.choice(minerals)
# return actions.FUNCTIONS.Harvest_Gather_screen("now", (mineral.x, mineral.y))
# else:
# return self.nothing(obs)
elif choice == 'SELECT_SCV':
if obs.observation.player.idle_worker_count > 0:
return actions.FUNCTIONS.select_idle_worker("select")
return self.select(units.Terran.SCV, obs, all=False, random_choice=True)
elif choice == 'SELECT_ARMY':
if self.can_do(actions.FUNCTIONS.select_army.id, obs):
return actions.FUNCTIONS.select_army("select")
else:
return self.nothing()
elif choice.startswith('SELECT_'):
select_elements = choice.split('_')
if select_elements[1] in unit_mapping:
if len(select_elements) == 3 and select_elements[2] == 'ALL':
all = True
else:
all = False
return self.select(unit_mapping[select_elements[1]], obs, all=all)
else:
return self.nothing()
# elif choice == PATROL_ARMY:
# if self.unit_type_is_selected(obs, units.Terran.Marine) and self.can_do(actions.FUNCTIONS.Move_screen.id, obs):
# command_centers = self.get_units(obs, units.Terran.CommandCenter)
# if len(command_centers) > 0:
# command_center = random.choice(command_centers)
# loc = self.near(command_center)
# else:
# loc = (random.randint(0, 83),random.randint(0, 83))
# return actions.FUNCTIONS.Move_screen("now",loc)
# else:
# return self.nothing(obs)
# elif choice == ATTACK:
# if self.can_do(actions.FUNCTIONS.Attack_minimap.id, obs):
# return actions.FUNCTIONS.Attack_minimap("now", self.attack_coordinates)
# else:
# return self.nothing(obs)
return self.nothing()