Ejemplo n.º 1
0
 def canTransition(self):
     if self.allowedTransitions > 0:
         LOG.debug("transition IS allowed")
         return True
     else:
         LOG.debug("transition not allowed")
         return False
Ejemplo n.º 2
0
 def make_worker(self):
     if self.minerals >= 50 and self.supply >= 1:
         for base in self.bases:
             if base.makeWorker():
                 self.supply -= 1
                 self.minerals -= CONFIG["worker"]["mincost"]
                 LOG.debug("making a worker")
                 return True
     return False
Ejemplo n.º 3
0
 def transfer_to_minerals(self):
     for base in self.bases:
         # if there is at least 1 worker in a geyser
         if base.builtGeysers > 0:
             for g in base.geysers:
                 if g > 0:
                     LOG.debug("transfer to minerals in progress...")
                     return base.transferGasToMins()
     return False
Ejemplo n.º 4
0
 def transfer_to_gas(self):
     for base in self.bases:
         # if the geysers aren't all occupied
         if base.builtGeysers > 0:
             for g in base.geysers:
                 if g < 3:
                     LOG.debug("transfer to gas in progress...")
                     return base.transferMinsToGas()
     return False
Ejemplo n.º 5
0
 def build_geyser(self):
     for base in self.bases:  # check all bases
         if self.race == Race.ZERG:
             if base.builtGeysers < base.amtGeysers and self.minerals >= 25 and base.workersOnMinerals >= 1:
                 if base.sendWorkerToBuildGeyser():
                     self.minerals -= CONFIG["extractor"]["mincost"]
                     self.supply += 1  # this will free up supply a second or two faster than actual - this could lead to issues later with unit production.
                     LOG.debug("building zerg extractor")
                     return True
             return False
         else:
             if base.builtGeysers < base.amtGeysers and self.minerals >= 75:
                 if base.sendWorkerToBuildGeyser():
                     self.minerals -= CONFIG["assimilator"]["mincost"]
                     LOG.debug("building terran/protoss geyser")
                     return True
             return False
     return False
Ejemplo n.º 6
0
    def build_supply(self):
        if self.race == Race.ZERG and self.minerals >= CONFIG["overlord"][
                "mincost"]:
            for base in self.bases:
                if base.build_supply():
                    self.minerals -= CONFIG["overlord"]["mincost"]
                    return True
        elif self.race == Race.TERRAN and self.minerals >= CONFIG[
                "supplydepot"]["mincost"]:
            for base in self.bases:
                if base.build_supply():
                    self.minerals -= CONFIG["supplydepot"]["mincost"]
                    return True
        elif self.race == Race.PROTOSS and self.minerals >= CONFIG["pylon"][
                "mincost"]:
            for base in self.bases:
                if base.build_supply():
                    self.minerals -= CONFIG["pylon"]["mincost"]

        LOG.debug("building supply failed")
        return False
Ejemplo n.º 7
0
def run_simulation(output, gamestate, target):
    if not gamestate.remaining_ticks:
        output.append(gamestate.player.build_order)
        return output
    if target == None:
        for action in gamestate.possible_actions:
            # this will reach into GameState and run the function directly in its Player class.
            gamestate_copy = deepcopy(gamestate)
            action_name = str(action.__name__)
            action_function = getattr(gamestate_copy.player, action_name)
            # this has to be a copy or we don't branch correctly.
            if action_function():
                # print(action.__name__)
                LOG.debug(action_name)
                if LOG.level == logging.DEBUG:
                    gamestate_copy.player.build_order.append({
                        "completed_action":
                        action_name,
                        "gamestate":
                        gamestate_copy.debug_gamestate(),
                        "player":
                        gamestate_copy.debug_player(),
                        "bases":
                        gamestate_copy.debug_bases()
                    })
                else:  # if NOT in debug mode, we get only practical information
                    gamestate_copy.player.build_order.append({
                        "completed_action":
                        action.__name__,
                        "gamestate":
                        gamestate_copy.debug_bases()
                    })

                # regardless of logging level, we recurse normally.
                gamestate_copy.remaining_ticks -= 1
                gamestate_copy.tick()
                run_simulation(output, gamestate_copy, None)
            else:  # if the action fails
                if LOG.level == logging.DEBUG:
                    gamestate_copy.player.build_order.append({
                        "target":
                        action_name,
                        "gamestate":
                        gamestate_copy.debug_gamestate(),
                        "player":
                        gamestate_copy.debug_player(),
                        "bases":
                        gamestate_copy.debug_bases()
                    })
                else:  # if NOT in debug mode, we get only practical information
                    gamestate_copy.player.build_order.append({
                        "target":
                        action.__name__,
                        "gamestate":
                        gamestate_copy.debug_bases()
                    })
                gamestate_copy.remaining_ticks -= 1
                gamestate_copy.tick()
                run_simulation(output, gamestate_copy, action)

    else:
        gamestate_copy = deepcopy(gamestate)
        action_name = str(target.__name__)
        action_function = getattr(gamestate_copy.player, action_name)
        # this has to be a copy or we don't branch correctly.
        if action_function(
        ):  # run the target function. If successful, proceed here.
            if LOG.level == logging.DEBUG:
                gamestate_copy.player.build_order.append({
                    "completed_action":
                    action_name,
                    "gamestate":
                    gamestate_copy.debug_gamestate(),
                    "player":
                    gamestate_copy.debug_player(),
                    "bases":
                    gamestate_copy.debug_bases()
                })
            else:  # if NOT in debug mode, we get only practical information
                gamestate_copy.player.build_order.append({
                    "completed_action":
                    action_name,
                    "gamestate":
                    gamestate_copy.debug_bases()
                })
            gamestate_copy.remaining_ticks -= 1
            gamestate_copy.tick()
            # because the action worked this time, we set it back to None.
            run_simulation(output, gamestate_copy, None)
        else:  # if the target fails, keep it set as the target and recurse until it is possible.
            if LOG.level == logging.DEBUG:
                gamestate_copy.player.build_order.append({
                    "target":
                    action_name,
                    "gamestate":
                    gamestate_copy.debug_gamestate(),
                    "player":
                    gamestate_copy.debug_player(),
                    "bases":
                    gamestate_copy.debug_bases()
                })
            else:  # if NOT in debug mode, we get only practical information
                gamestate_copy.player.build_order.append({
                    "target":
                    action_name,
                    "gamestate":
                    gamestate_copy.debug_bases()
                })
            gamestate_copy.remaining_ticks -= 1
            gamestate_copy.tick()
            run_simulation(output, gamestate_copy, target)
Ejemplo n.º 8
0
            run_simulation(output, gamestate_copy, target)


# ============================================================== #
#  SECTION: Main                                                 #
# ============================================================== #
if __name__ == "__main__":
    goal_units = ["zergling", "zergling", "zergling", "zergling"]

    max_ticks = 16
    output = []
    player = Player(
        Race.ZERG,
        minerals=50,
        gas=0,
        goal_units=goal_units,
        current_units=[],
        buildings=[],
        bases=[Base(12, Race.ZERG, "normal", "normal", 2, False, True)],
        build_order=[],
        supply=3,
        required_tech=get_all_required_tech(goal_units) + goal_units,
        remaining_ticks=max_ticks)
    gamestate = GameState(remaining_ticks=max_ticks, player=player)
    # store results in output
    simulation = run_simulation(output, gamestate, None)
    # print(simulation)
    # print(output)
    # print(len(output))
    LOG.info(json.dumps(output))