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arcade_bot.py
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arcade_bot.py
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"""
To play an arcade map, you need to download the map first.
Open the StarCraft2 Map Editor through the Battle.net launcher, in the top left go to
File -> Open -> (Tab) Blizzard -> Log in -> with "Source: Map/Mod Name" search for your desired map, in this example "Marine Split Challenge-LOTV" map created by printf
Hit "Ok" and confirm the download. Now that the map is opened, go to "File -> Save as" to store it on your hard drive.
Now load the arcade map by entering your map name below in
sc2.maps.get("YOURMAPNAME") without the .SC2Map extension
Map info:
You start with 30 marines, level N has 15+N speed banelings on creep
Type in game "sling" to activate zergling+baneling combo
Type in game "stim" to activate stimpack
Improvements that could be made:
- Make marines constantly run if they have a ling/bane very close to them
- Split marines before engaging
"""
from typing import Union
from loguru import logger
from sc2 import maps
from sc2.bot_ai import BotAI
from sc2.data import Race
from sc2.ids.ability_id import AbilityId
from sc2.ids.buff_id import BuffId
from sc2.ids.unit_typeid import UnitTypeId
from sc2.ids.upgrade_id import UpgradeId
from sc2.main import run_game
from sc2.player import Bot
from sc2.position import Point2, Point3
from sc2.unit import Unit
class MarineSplitChallenge(BotAI):
async def on_start(self):
await self.chat_send("Edit this message for automatic chat commands.")
self.client.game_step = 2
async def on_step(self, iteration):
# do marine micro vs zerglings
for unit in self.units(UnitTypeId.MARINE):
if self.enemy_units:
# attack (or move towards) zerglings / banelings
if unit.weapon_cooldown <= self.client.game_step / 2:
enemies_in_range = self.enemy_units.filter(unit.target_in_range)
# attack lowest hp enemy if any enemy is in range
if enemies_in_range:
# Use stimpack
if (
self.already_pending_upgrade(UpgradeId.STIMPACK) == 1
and not unit.has_buff(BuffId.STIMPACK) and unit.health > 10
):
unit(AbilityId.EFFECT_STIM)
# attack baneling first
filtered_enemies_in_range = enemies_in_range.of_type(UnitTypeId.BANELING)
if not filtered_enemies_in_range:
filtered_enemies_in_range = enemies_in_range.of_type(UnitTypeId.ZERGLING)
# attack lowest hp unit
lowest_hp_enemy_in_range = min(filtered_enemies_in_range, key=lambda u: u.health)
unit.attack(lowest_hp_enemy_in_range)
# no enemy is in attack-range, so give attack command to closest instead
else:
closest_enemy = self.enemy_units.closest_to(unit)
unit.attack(closest_enemy)
# move away from zergling / banelings
else:
stutter_step_positions = self.position_around_unit(unit, distance=4)
# filter in pathing grid
stutter_step_positions = {p for p in stutter_step_positions if self.in_pathing_grid(p)}
# find position furthest away from enemies and closest to unit
enemies_in_range = self.enemy_units.filter(lambda u: unit.target_in_range(u, -0.5))
if stutter_step_positions and enemies_in_range:
retreat_position = max(
stutter_step_positions,
key=lambda x: x.distance_to(enemies_in_range.center) - x.distance_to(unit),
)
unit.move(retreat_position)
else:
logger.info(f"No retreat positions detected for unit {unit} at {unit.position.rounded}.")
def position_around_unit(
self,
pos: Union[Unit, Point2, Point3],
distance: int = 1,
step_size: int = 1,
exclude_out_of_bounds: bool = True,
):
pos = pos.position.rounded
positions = {
pos.offset(Point2((x, y)))
for x in range(-distance, distance + 1, step_size) for y in range(-distance, distance + 1, step_size)
if (x, y) != (0, 0)
}
# filter positions outside map size
if exclude_out_of_bounds:
positions = {
p
for p in positions
if 0 <= p[0] < self.game_info.pathing_grid.width and 0 <= p[1] < self.game_info.pathing_grid.height
}
return positions
def main():
run_game(
maps.get("Marine Split Challenge"),
[Bot(Race.Terran, MarineSplitChallenge())],
realtime=False,
save_replay_as="Example.SC2Replay",
)
if __name__ == "__main__":
main()