Exemple #1
0
    def setup_match(self):
        # Set up RLBot.cfg
        framework_config = create_bot_config_layout()
        config_location = os.path.join(os.path.dirname(__file__), 'rlbot.cfg')
        framework_config.parse_file(config_location, max_index=MAX_PLAYERS)
        match_config = parse_match_config(framework_config, config_location, {}, {})
        match_config.game_map = self.choreo_obj.map_name

        # The three blocks of code below are basically identical.
        # TODO Make them into a function?

        # Gets appearance list from choreo.
        appearances = self.choreo_obj.get_appearances(self.min_bots)
        # Checks that it is the correct length.
        if len(appearances) != self.min_bots:
            print('[RLBotChoreography]: Number of appearances does not match number of bots.')
            print('[RLBotChoreography]: Using default appearances.')
            appearances = ['default.cfg'] * self.min_bots

        # Gets teams list from choreo.
        teams = self.choreo_obj.get_teams(self.min_bots)
        # Checks that it is the correct length.
        if len(teams) != self.min_bots:
            print('[RLBotChoreography]: Number of teams does not match number of bots.')
            print('[RLBotChoreography]: Putting all on blue.')
            teams = [0] * self.min_bots

        # Gets names list from choreo.
        names = self.choreo_obj.get_names(self.min_bots)
        # Checks that it is the correct length.
        if len(names) != self.min_bots:
            print('[RLBotChoreography]: Number of names does not match number of bots.')
            print('[RLBotChoreography]: Using bot indices as names.')
            names = range(self.min_bots)

        # Loads appearances.
        looks_configs = {
            idx: create_looks_configurations().parse_file(
                os.path.abspath('./ChoreographyHive/appearances/' + file_name))
            for idx, file_name in enumerate(appearances)
        }

        # rlbot.cfg specifies only one bot, 
        # so we have to copy each and assign correct appearance.
        player_config = match_config.player_configs[0]
        match_config.player_configs.clear()
        for i in range(self.min_bots):
            copied = PlayerConfig()
            copied.name = names[i]
            copied.team = teams[i]
            copied.bot = player_config.bot
            copied.rlbot_controlled = player_config.rlbot_controlled
            copied.config_path = player_config.config_path
            copied.loadout_config = load_bot_appearance(looks_configs[i], copied.team)
            match_config.player_configs.append(copied)

        manager = SetupManager()
        manager.load_match_config(match_config, {})
        manager.connect_to_game()
        manager.start_match()
Exemple #2
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def set_random_psyonix_bot_preset(player: PlayerConfig):
    """
    Sets the name and loadout to a randomly selected psyonix bot preset.
    """
    loadout_file = PSYONIX_PRESET_LIST[0]
    PSYONIX_PRESET_LIST.append(PSYONIX_PRESET_LIST.pop(0))  # Move preset to the end of the list.
    loadout_config = create_looks_configurations().parse_file(loadout_file)
    player.loadout_config = load_bot_appearance(loadout_config, player.team)
    player.name = loadout_file.name.split("_")[1].title()
    player.name = ["Rookie ", "Pro ", ""][min(int(abs(player.bot_skill) * 3), 2)] + player.name
def rlbot_to_player_config(player: dict, team: Team):
    bot_path = collapse_path(player["path"])

    player_config = PlayerConfig()
    player_config.bot = True
    player_config.rlbot_controlled = True
    player_config.name = player["name"]
    player_config.team = team.value
    player_config.config_path = bot_path
    config = get_bot_config_bundle(bot_path)
    loadout = load_bot_appearance(config.get_looks_config(), team.value)
    player_config.loadout_config = loadout
    return player_config
Exemple #4
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def _load_bot_config(index, config_bundle: BotConfigBundle,
                     looks_config_object: ConfigObject,
                     overall_config: ConfigObject,
                     human_index_tracker: IncrementingInteger) -> PlayerConfig:
    """
    Loads the config data of a single bot
    :param index: This is the bot index (where it appears in game_cars)
    :param bot_configuration: A config object that will eventually be transformed and sent to the game.
    :param config_bundle: A config object for a single bot
    :param overall_config: This is the config for the entire session not one particular bot
    :param human_index_tracker: An object of type HumanIndexManager that helps set human_index correctly.
    :return:
    """

    bot_configuration = PlayerConfig()
    bot_configuration.config_path = config_bundle.config_path

    team_num = get_team(overall_config, index)

    bot_configuration.team = team_num

    # Setting up data about what type of bot it is
    bot_type = overall_config.get(PARTICIPANT_CONFIGURATION_HEADER,
                                  PARTICIPANT_TYPE_KEY, index)
    bot_configuration.bot, bot_configuration.rlbot_controlled = get_bot_options(
        bot_type)
    bot_configuration.bot_skill = overall_config.getfloat(
        PARTICIPANT_CONFIGURATION_HEADER, PARTICIPANT_BOT_SKILL_KEY, index)

    if not bot_configuration.bot:
        bot_configuration.human_index = human_index_tracker.increment()

    # Setting up the bots name
    bot_configuration.name = config_bundle.name

    if looks_config_object:
        loadout_config = load_bot_appearance(looks_config_object, team_num)
    else:
        loadout_config = config_bundle.generate_loadout_config(index, team_num)

    bot_configuration.loadout_config = loadout_config

    return bot_configuration
Exemple #5
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    def setup_match(self):
        # TODO This should be replaced?
        arguments = docopt(__doc__)

        bot_directory = arguments['--bot-folder']
        bundles = scan_directory_for_bot_configs(bot_directory)

        # Set up RLBot.cfg
        framework_config = create_bot_config_layout()
        config_location = os.path.join(os.path.dirname(__file__), 'rlbot.cfg')
        framework_config.parse_file(config_location, max_index=MAX_PLAYERS)
        match_config = parse_match_config(framework_config, config_location,
                                          {}, {})

        looks_configs = {
            idx: bundle.get_looks_config()
            for idx, bundle in enumerate(bundles)
        }
        names = [bundle.name for bundle in bundles]

        player_config = match_config.player_configs[0]
        match_config.player_configs.clear()
        for i in range(max(len(bundles), self.min_bots)):
            copied = PlayerConfig()
            copied.bot = player_config.bot
            copied.name = player_config.name
            copied.rlbot_controlled = player_config.rlbot_controlled
            copied.config_path = player_config.config_path
            copied.team = player_config.team if i % 2 == 0 else not player_config.team
            if i < len(bundles):
                copied.name = names[i]
                # If you want to override bot appearances to get a certain visual effect, e.g. with
                # specific boost colors, this is a good place to do it.
                copied.loadout_config = load_bot_appearance(
                    looks_configs[i], 0)
            match_config.player_configs.append(copied)

        manager = SetupManager()
        manager.load_match_config(match_config, {})
        manager.connect_to_game(
            RocketLeagueLauncherPreference(
                RocketLeagueLauncherPreference.STEAM, False))
        manager.start_match()
Exemple #6
0
def rlbot_to_player_config(player: dict, team: Team):
    bot_path = player["path"]
    if isinstance(bot_path, list):
        bot_path = path.join(*bot_path)

    if "$RLBOTPACKROOT" in bot_path:
        for bot_folder in rlbot_gui.bot_folder_settings["folders"].keys():
            adjusted_folder = path.join(bot_folder, "RLBotPack-master")
            subbed_path = bot_path.replace("$RLBOTPACKROOT", adjusted_folder)
            if path.exists(subbed_path):
                print("it exists!")
                bot_path = subbed_path
                break

    player_config = PlayerConfig()
    player_config.bot = True
    player_config.rlbot_controlled = True
    player_config.name = player["name"]
    player_config.team = team.value
    player_config.config_path = bot_path
    config = get_bot_config_bundle(bot_path)
    loadout = load_bot_appearance(config.get_looks_config(), team.value)
    player_config.loadout_config = loadout
    return player_config
Exemple #7
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def spawn_car_in_showroom(loadout_config: LoadoutConfig, team: int, showcase_type: str, map_name: str,
                          launcher_prefs: RocketLeagueLauncherPreference):
    match_config = MatchConfig()
    match_config.game_mode = 'Soccer'
    match_config.game_map = map_name
    match_config.instant_start = True
    match_config.existing_match_behavior = 'Continue And Spawn'
    match_config.networking_role = NetworkingRole.none
    match_config.enable_state_setting = True
    match_config.skip_replays = True

    bot_config = PlayerConfig()
    bot_config.bot = True
    bot_config.rlbot_controlled = True
    bot_config.team = team
    bot_config.name = "Showroom"
    bot_config.loadout_config = loadout_config

    match_config.player_configs = [bot_config]
    match_config.mutators = MutatorConfig()
    match_config.mutators.boost_amount = 'Unlimited'
    match_config.mutators.match_length = 'Unlimited'

    global sm
    if sm is None:
        sm = SetupManager()
    sm.connect_to_game(launcher_preference=launcher_prefs)
    sm.load_match_config(match_config)
    sm.start_match()

    game_state = GameState(
        cars={0: CarState(physics=Physics(
            location=Vector3(0, 0, 20),
            velocity=Vector3(0, 0, 0),
            angular_velocity=Vector3(0, 0, 0),
            rotation=Rotator(0, 0, 0)
        ))},
        ball=BallState(physics=Physics(
            location=Vector3(0, 0, -100),
            velocity=Vector3(0, 0, 0),
            angular_velocity=Vector3(0, 0, 0)
        ))
    )
    player_input = PlayerInput()
    team_sign = -1 if team == 0 else 1

    if showcase_type == "boost":
        player_input.boost = True
        player_input.steer = 1
        game_state.cars[0].physics.location.y = -1140
        game_state.cars[0].physics.velocity.x = 2300
        game_state.cars[0].physics.angular_velocity.z = 3.5

    elif showcase_type == "throttle":
        player_input.throttle = 1
        player_input.steer = 0.56
        game_state.cars[0].physics.location.y = -1140
        game_state.cars[0].physics.velocity.x = 1410
        game_state.cars[0].physics.angular_velocity.z = 1.5

    elif showcase_type == "back-center-kickoff":
        game_state.cars[0].physics.location.y = 4608 * team_sign
        game_state.cars[0].physics.rotation.yaw = -0.5 * pi * team_sign

    elif showcase_type == "goal-explosion":
        game_state.cars[0].physics.location.y = -2000 * team_sign
        game_state.cars[0].physics.rotation.yaw = -0.5 * pi * team_sign
        game_state.cars[0].physics.velocity.y = -2300 * team_sign
        game_state.ball.physics.location = Vector3(0, -3500 * team_sign, 93)

    sm.game_interface.update_player_input(player_input, 0)
    sm.game_interface.set_game_state(game_state)