Exemplo n.º 1
0
    def _defenders_from(self, task: UnitTask, current_power: ExtendedPower, position: Point2, power: ExtendedPower, units: Units):
        """ Get defenders from a task. """
        if current_power.is_enough_for(power):
            return

        exclude_types = []
        exclude_types.append(UnitTypeId.OVERSEER)
        exclude_types.extend(self.knowledge.unit_values.worker_types)
        exclude_types.extend(self.peace_unit_types)

        role_units = self.roles[task.value].units\
            .exclude_type(exclude_types)

        unit: Unit
        for unit in role_units.sorted_by_distance_to(position):
            enough_air_power = current_power.air_power >= power.air_presence * 1.1
            enough_ground_power = current_power.ground_power >= power.ground_presence * 1.1

            if not self.unit_values.can_shoot_air(unit) and not enough_air_power and enough_ground_power:
                # Don't pull any more units that can't actually shoot the targets
                continue

            if not self.unit_values.can_shoot_ground(unit, self.knowledge) and enough_air_power and not enough_ground_power:
                # Don't pull any more units that can't actually shoot the targets
                continue

            current_power.add_unit(unit)
            units.append(unit)
            if current_power.is_enough_for(power):
                return
        return
Exemplo n.º 2
0
    def _should_attack(self, power: ExtendedPower) -> bool:
        if self.attack_on_advantage:
            if ((self.game_analyzer.our_army_predict in at_least_clear_advantage
                 and self.game_analyzer.our_income_advantage in at_least_small_disadvantage)
                    or (self.game_analyzer.our_army_predict in at_least_small_advantage
                        and self.game_analyzer.our_income_advantage in at_least_clear_disadvantage)):
                # Our army is bigger but economy is weaker, attack!
                return True

            if ((self.game_analyzer.our_army_predict in at_least_small_disadvantage
                 and self.game_analyzer.our_income_advantage in at_least_clear_advantage)
                    or (self.game_analyzer.our_army_predict in at_least_clear_disadvantage
                        and self.game_analyzer.our_income_advantage in at_least_small_advantage)):
                # Our army is smaller but economy is better, focus on defence!
                return False

        enemy_total_power: ExtendedPower = self.knowledge.enemy_units_manager.enemy_total_power
        enemy_total_power.multiply(ENEMY_TOTAL_POWER_MULTIPLIER)
        multiplier = ENEMY_TOTAL_POWER_MULTIPLIER

        zone_count = 0
        for zone in self.knowledge.expansion_zones: # type: Zone
            if zone.is_enemys:
                zone_count += 1

        enemy_main: Zone = self.knowledge.expansion_zones[-1]
        enemy_natural: Zone = self.knowledge.expansion_zones[-2]

        if zone_count == 1 and enemy_main.is_enemys:
            # We should seriously consider whether we want to crash and burn against a one base defense
            enemy_total_power.add_units(enemy_main.enemy_static_defenses)
            #multiplier *= 2

        elif zone_count == 2 and enemy_natural.is_enemys:
            enemy_total_power.add_units(enemy_natural.enemy_static_defenses)

            # if (self.knowledge.enemy_race == Race.Terran
            #         and self.knowledge.enemy_units_manager.unit_count(UnitTypeId.SIEGETANK) > 1):
            #     multiplier = 1.6

        enemy_total_power.power = max(self.start_attack_power, enemy_total_power.power)

        if power.is_enough_for(enemy_total_power, 1 / multiplier):
            self.print(f"Power {power.power:.2f} is larger than required attack power {enemy_total_power.power:.2f} -> attack!")
            return True
        if self.ai.supply_used > 190:
            self.print(f"Supply is {self.ai.supply_used} -> attack!")
            return True
        return False
Exemplo n.º 3
0
    async def execute(self) -> bool:
        unit: Unit

        all_defenders = self.knowledge.roles.all_from_task(UnitTask.Defending)

        for i in range(0, len(self.knowledge.expansion_zones)):
            zone: 'Zone' = self.knowledge.expansion_zones[i]
            zone_tags = self.defender_tags[i]

            zone_defenders_all = all_defenders.tags_in(zone_tags)
            zone_worker_defenders = zone_defenders_all(self.worker_type)
            zone_defenders = zone_defenders_all.exclude_type(self.worker_type)
            enemies = zone.known_enemy_units

            # Let's loop zone starting from our main, which is the one we want to defend the most
            # Check that zone is either in our control or is our start location that has no Nexus
            if zone_defenders.exists or zone.is_ours or zone == self.knowledge.own_main_zone:
                if not self.defense_required(enemies):
                    # Delay before removing defenses in case we just lost visibility of the enemies
                    if zone.last_scouted_center == self.knowledge.ai.time \
                            or self.zone_seen_enemy[i] + PlanZoneDefense.ZONE_CLEAR_TIMEOUT < self.ai.time:
                        self.knowledge.roles.clear_tasks(zone_defenders_all)
                        zone_defenders.clear()
                        zone_tags.clear()
                        continue  # Zone is well under control.
                else:
                    self.zone_seen_enemy[i] = self.ai.time

                if enemies.exists:
                    # enemy_center = zone.assaulting_enemies.center
                    enemy_center = enemies.closest_to(
                        zone.center_location).position
                elif zone.assaulting_enemies:
                    enemy_center = zone.assaulting_enemies.closest_to(
                        zone.center_location).position
                else:
                    enemy_center = zone.gather_point

                defense_required = ExtendedPower(self.unit_values)
                defense_required.add_power(zone.assaulting_enemy_power)
                defense_required.multiply(1.5)

                defenders = ExtendedPower(self.unit_values)

                for unit in zone_defenders:
                    self.combat.add_unit(unit)
                    defenders.add_unit(unit)

                # Add units to defenders that are being warped in.
                for unit in self.knowledge.roles.units(
                        UnitTask.Idle).not_ready:
                    if unit.distance_to(zone.center_location) < zone.radius:
                        # unit is idle in the zone, add to defenders
                        self.combat.add_unit(unit)
                        self.knowledge.roles.set_task(UnitTask.Defending, unit)
                        zone_tags.append(unit.tag)

                if not defenders.is_enough_for(defense_required):
                    defense_required.substract_power(defenders)
                    for unit in self.knowledge.roles.get_defenders(
                            defense_required, zone.center_location):
                        if unit.distance_to(
                                zone.center_location) < zone.radius:
                            # Only count units that are close as defenders
                            defenders.add_unit(unit)

                        self.knowledge.roles.set_task(UnitTask.Defending, unit)
                        self.combat.add_unit(unit)
                        zone_tags.append(unit.tag)

                if len(enemies) > 1 or (len(enemies) == 1
                                        and enemies[0].type_id
                                        not in self.unit_values.worker_types):
                    # Pull workers to defend only and only if the enemy isn't one worker scout
                    if defenders.is_enough_for(defense_required):
                        # Workers should return to mining.
                        for unit in zone_worker_defenders:
                            zone.go_mine(unit)
                            if unit.tag in zone_tags:  # Just in case, should be in zone tags always.
                                zone_tags.remove(unit.tag)
                        # Zone is well under control without worker defense.
                    else:
                        await self.worker_defence(defenders.power,
                                                  defense_required,
                                                  enemy_center, zone,
                                                  zone_tags,
                                                  zone_worker_defenders)

                self.combat.execute(enemy_center, MoveType.SearchAndDestroy)
        return True  # never block
Exemplo n.º 4
0
class GameAnalyzer(ManagerBase):
    def __init__(self):
        super().__init__()
        self._enemy_air_percentage = 0
        self._our_income_advantage = 0
        self._our_predicted_army_advantage = 0
        self._our_predicted_tech_advantage = 0
        self.enemy_gas_income = 0
        self.enemy_mineral_income = 0
        self.our_zones = 0
        self.enemy_zones = 0
        self.our_power: ExtendedPower = None
        self.enemy_power: ExtendedPower = None
        self.enemy_predict_power: ExtendedPower = None
        self.predicted_defeat_time = 0.0
        self.minerals_left: List[int] = []
        self.vespene_left: List[int] = []
        self.resource_updater: IntervalFunc = None

        self._last_income: Advantage = Advantage.Even
        self._last_army: Advantage = Advantage.Even
        self._last_predict: Advantage = Advantage.Even

    async def start(self, knowledge: 'Knowledge'):
        await super().start(knowledge)
        self.enemy_predicter: EnemyArmyPredicter = knowledge.enemy_army_predicter
        self.our_power = ExtendedPower(self.unit_values)
        self.enemy_power: ExtendedPower = ExtendedPower(self.unit_values)
        self.enemy_predict_power: ExtendedPower = ExtendedPower(
            self.unit_values)
        self.resource_updater = IntervalFunc(self.ai,
                                             self.save_resources_status, 1)
        self.resource_updater.execute()

    def save_resources_status(self):
        self.minerals_left.append(self.ai.minerals)
        self.vespene_left.append(self.ai.vespene)

    async def update(self):
        self.resource_updater.execute()

        self.our_power.clear()
        self.our_zones = 0
        self.enemy_zones = 0
        our_income = self.knowledge.income_calculator.mineral_income + self.knowledge.income_calculator.gas_income

        if self.knowledge.my_worker_type is None:
            # random and we haven't seen enemy race yat
            enemy_workers = 12
        else:
            enemy_workers = self.knowledge.enemy_units_manager.enemy_worker_count
            if not self.knowledge.enemy_main_zone.is_scouted_at_least_once:
                enemy_workers += 12

        mineral_fields = 0
        for zone in self.knowledge.zone_manager.expansion_zones:  # type: Zone
            if zone.is_enemys:
                self.enemy_zones += 1
                mineral_fields += len(zone.mineral_fields)
            if zone.is_ours:
                self.our_zones += 1

        built_vespene = len(self.cache.enemy(self.unit_values.gas_miners))
        self._enemy_gas_income = min(enemy_workers,
                                     built_vespene * 3) * GAS_MINE_RATE
        workers_on_minerals = min(mineral_fields * 2,
                                  enemy_workers - built_vespene * 3)
        workers_on_minerals = max(0, workers_on_minerals)
        self.enemy_mineral_income = workers_on_minerals

        enemy_income = self.enemy_mineral_income + self._enemy_gas_income
        self._our_income_advantage = our_income - enemy_income
        self.our_power.add_units(
            self.ai.units.filter(lambda u: u.is_ready and u.type_id != self.
                                 knowledge.my_worker_type))

        self.enemy_predict_power = self.enemy_predicter.predicted_enemy_power
        self.enemy_power = self.enemy_predicter.enemy_power

        self._enemy_air_percentage = 0
        if self.enemy_predict_power.air_presence > 0:
            self._enemy_air_percentage = self.enemy_predict_power.air_power / self.enemy_predict_power.power

        being_defeated = self.predicting_defeat
        if being_defeated and self.predicted_defeat_time == 0.0:
            self.predicted_defeat_time = self.ai.time
        elif not being_defeated and self.predicted_defeat_time != 0.0:
            self.predicted_defeat_time = 0

        income = self._calc_our_income_advantage()
        army = self._calc_our_army_advantage()
        predict = self._calc_our_army_predict()

        if self._last_income != income:
            self.print(f'Income advantage is now {income.name}')

        if self._last_army != army:
            self.print(f'Known army advantage is now {army.name}')

        if self._last_predict != predict:
            self.print(f'Predicted army advantage is now {predict.name}')

        self._last_income = income
        self._last_army = army
        self._last_predict = predict

    async def post_update(self):
        if self.debug:
            msg = f"Our income: {self.knowledge.income_calculator.mineral_income} / {round(self.knowledge.income_calculator.gas_income)}"
            msg += f"\nEnemy income: {self.enemy_mineral_income} / {round(self.enemy_gas_income)}"
            msg += f"\nResources: {round(self._our_income_advantage)}+{self.our_zones - self.enemy_zones}" \
                f" ({self.our_income_advantage.name})"
            msg += f"\nArmy: {round(self.our_power.power)} vs" \
                f" {round(self.enemy_power.power)} ({self.our_army_advantage.name})"
            msg += f"\nArmy predict: {round(self.our_power.power)} vs" \
                f" {round(self.enemy_predict_power.power)} ({self.our_army_predict.name})"
            msg += f"\nEnemy air: {self.enemy_air.name}"
            self.client.debug_text_2d(msg, Point2((0.4, 0.15)), None, 14)

    @property
    def our_income_advantage(self) -> Advantage:
        return self._last_income

    def _calc_our_income_advantage(self) -> Advantage:
        number = self._our_income_advantage + (self.our_zones -
                                               self.enemy_zones) * 10

        if number > 40:
            return Advantage.OverwhelmingAdvantage
        if number < -40:
            return Advantage.OverwhelmingDisadvantage

        if number > 20:
            return Advantage.ClearAdvantage
        if number < -20:
            return Advantage.ClearDisadvantage

        if number > 10:
            return Advantage.SmallAdvantage
        if number < -10:
            return Advantage.SmallDisadvantage

        if number > 5:
            return Advantage.SlightAdvantage
        if number < -5:
            return Advantage.SlightDisadvantage

        return Advantage.Even

    @property
    def army_at_least_clear_disadvantage(self) -> bool:
        return self.our_army_predict in at_least_clear_disadvantage

    @property
    def army_at_least_small_disadvantage(self) -> bool:
        return self.our_army_predict in at_least_small_disadvantage

    @property
    def army_at_least_clear_advantage(self) -> bool:
        return self.our_army_predict in at_least_clear_advantage

    @property
    def army_at_least_small_advantage(self) -> bool:
        return self.our_army_predict in at_least_small_advantage

    @property
    def army_at_least_advantage(self) -> bool:
        return self.our_army_predict in at_least_advantage

    @property
    def army_can_survive(self) -> bool:
        return self.our_army_predict not in at_least_small_disadvantage

    @property
    def predicting_victory(self) -> bool:
        return (self.our_army_predict == Advantage.OverwhelmingAdvantage and
                self.our_income_advantage == Advantage.OverwhelmingAdvantage)

    @property
    def bean_predicting_defeat_for(self) -> float:
        if self.predicted_defeat_time == 0:
            return 0
        return self.ai.time - self.predicted_defeat_time

    @property
    def predicting_defeat(self) -> bool:
        return (self.our_army_predict == Advantage.OverwhelmingDisadvantage
                and (self.ai.supply_workers < 5 or self.our_income_advantage
                     == Advantage.OverwhelmingDisadvantage))

    @property
    def our_army_predict(self) -> Advantage:
        return self._last_predict

    def _calc_our_army_predict(self) -> Advantage:
        if self.our_power.is_enough_for(self.enemy_predict_power,
                                        our_percentage=1 / 1.1):
            if self.our_power.power > 20 and self.our_power.is_enough_for(
                    self.enemy_predict_power, our_percentage=1 / 3):
                return Advantage.OverwhelmingAdvantage
            if self.our_power.power > 10 and self.our_power.is_enough_for(
                    self.enemy_predict_power, our_percentage=1 / 2):
                return Advantage.ClearAdvantage
            if self.our_power.power > 5 and self.our_power.is_enough_for(
                    self.enemy_predict_power, our_percentage=1 / 1.4):
                return Advantage.SmallAdvantage
            return Advantage.SlightAdvantage

        if self.enemy_predict_power.is_enough_for(self.our_power,
                                                  our_percentage=1 / 1.1):
            if self.enemy_predict_power.power > 20 and self.enemy_predict_power.is_enough_for(
                    self.our_power, our_percentage=1 / 3):
                return Advantage.OverwhelmingDisadvantage
            if self.enemy_predict_power.power > 10 and self.enemy_predict_power.is_enough_for(
                    self.our_power, our_percentage=1 / 2):
                return Advantage.ClearDisadvantage
            if self.enemy_predict_power.power > 5 and self.enemy_predict_power.is_enough_for(
                    self.our_power, our_percentage=1 / 1.4):
                return Advantage.SmallDisadvantage
            return Advantage.SlightDisadvantage
        return Advantage.Even

    @property
    def our_army_advantage(self) -> Advantage:
        return self._last_army

    def _calc_our_army_advantage(self) -> Advantage:
        if self.our_power.is_enough_for(self.enemy_power,
                                        our_percentage=1 / 1.1):
            if self.our_power.power > 20 and self.our_power.is_enough_for(
                    self.enemy_power, our_percentage=1 / 3):
                return Advantage.OverwhelmingAdvantage
            if self.our_power.power > 10 and self.our_power.is_enough_for(
                    self.enemy_power, our_percentage=1 / 2):
                return Advantage.ClearAdvantage
            if self.our_power.power > 5 and self.our_power.is_enough_for(
                    self.enemy_power, our_percentage=1 / 1.4):
                return Advantage.SmallAdvantage
            return Advantage.SlightAdvantage

        if self.enemy_power.is_enough_for(self.our_power,
                                          our_percentage=1 / 1.1):
            if self.enemy_power.power > 20 and self.enemy_power.is_enough_for(
                    self.our_power, our_percentage=1 / 3):
                return Advantage.OverwhelmingDisadvantage
            if self.enemy_power.power > 10 and self.enemy_power.is_enough_for(
                    self.our_power, our_percentage=1 / 2):
                return Advantage.ClearDisadvantage
            if self.enemy_power.power > 5 and self.enemy_power.is_enough_for(
                    self.our_power, our_percentage=1 / 1.4):
                return Advantage.SmallDisadvantage
            return Advantage.SlightDisadvantage
        return Advantage.Even

    @property
    def enemy_air(self) -> AirArmy:
        if self._enemy_air_percentage > 0.90:
            return AirArmy.AllAir
        if self._enemy_air_percentage > 0.65:
            return AirArmy.AlmostAllAir
        if self._enemy_air_percentage > 0.35:
            return AirArmy.Mixed
        if self._enemy_air_percentage > 0:
            return AirArmy.SomeAir
        return AirArmy.NoAir

    async def on_end(self, game_result: Result):
        own_types: List[UnitTypeId] = []
        own_types_left: Dict[UnitTypeId, int] = {}
        enemy_types: List[UnitTypeId] = []
        enemy_types_left: Dict[UnitTypeId, int] = {}

        lost_data = self.knowledge.lost_units_manager.get_own_enemy_lost_units(
        )
        own_lost: Dict[UnitTypeId, List[Unit]] = lost_data[0]
        enemy_lost: Dict[UnitTypeId, List[Unit]] = lost_data[1]

        for unit_type, units in self.cache.own_unit_cache.items(
        ):  # type: (UnitTypeId, Units)
            type_id = self.unit_values.real_type(unit_type)
            if type_id not in own_types:
                own_types.append(type_id)
            val = own_types_left.get(type_id, 0)
            own_types_left[type_id] = val + units.amount

        for unit_count in self.knowledge.enemy_units_manager.enemy_composition:  # type: UnitCount
            unit_type = unit_count.enemy_type
            if unit_type not in enemy_types:
                enemy_types.append(unit_type)
            val = enemy_types_left.get(unit_type, 0)
            enemy_types_left[unit_type] = val + unit_count.count

        for unit_type, units in own_lost.items(
        ):  # type: (UnitTypeId, List[Unit])
            if unit_type not in own_types:
                own_types.append(unit_type)

        for unit_type, units in enemy_lost.items(
        ):  # type: (UnitTypeId, List[Unit])
            if unit_type not in enemy_types:
                enemy_types.append(unit_type)

        self.print_end("Own units:")
        self._print_by_type(own_types, own_lost, own_types_left)
        self.print_end("Enemy units:")
        self._print_by_type(enemy_types, enemy_lost, enemy_types_left)

        maxed_minerals = max(self.minerals_left)
        avg_minerals = sum(self.minerals_left) / len(self.minerals_left)

        maxed_gas = max(self.vespene_left)
        avg_gas = sum(self.vespene_left) / len(self.vespene_left)
        self.print_end(
            f'Minerals max {maxed_minerals} Average {round(avg_minerals)}')
        self.print_end(f'Vespene max {maxed_gas} Average {round(avg_gas)}')

    def _print_by_type(self, types: List[UnitTypeId],
                       lost_units: Dict[UnitTypeId, List[Unit]],
                       left_units: Dict[UnitTypeId, int]):
        def get_counts(unit_type: UnitTypeId) -> tuple:
            dead = len(lost_units.get(unit_type, []))
            alive = left_units.get(unit_type, 0)
            total = dead + alive
            return total, alive, dead

        # Sort types by total count
        types = sorted(types, key=lambda t: get_counts(t)[0], reverse=True)

        for unit_type in types:
            counts = get_counts(unit_type)
            self.print_end(f"{str(unit_type.name).ljust(17)} "
                           f"total: {str(counts[0]).rjust(3)} "
                           f"alive: {str(counts[1]).rjust(3)} "
                           f"dead: {str(counts[2]).rjust(3)} ")

    def print_end(self, msg: str):
        self.knowledge.print(msg, "GameAnalyzerEnd", stats=False)