Archipelago/worlds/_sc2common/bot/game_info.py

283 lines
12 KiB
Python

from __future__ import annotations
import heapq
from collections import deque
from dataclasses import dataclass
from functools import cached_property
from typing import Deque, Dict, FrozenSet, Iterable, List, Optional, Set, Tuple
from .pixel_map import PixelMap
from .player import Player, Race
from .position import Point2, Rect, Size
@dataclass
class Ramp:
points: FrozenSet[Point2]
game_info: GameInfo
@property
def x_offset(self) -> float:
# Tested by printing actual building locations vs calculated depot positions
return 0.5
@property
def y_offset(self) -> float:
# Tested by printing actual building locations vs calculated depot positions
return 0.5
@cached_property
def _height_map(self):
return self.game_info.terrain_height
@cached_property
def size(self) -> int:
return len(self.points)
def height_at(self, p: Point2) -> int:
return self._height_map[p]
@cached_property
def upper(self) -> FrozenSet[Point2]:
""" Returns the upper points of a ramp. """
current_max = -10000
result = set()
for p in self.points:
height = self.height_at(p)
if height > current_max:
current_max = height
result = {p}
elif height == current_max:
result.add(p)
return frozenset(result)
@cached_property
def upper2_for_ramp_wall(self) -> FrozenSet[Point2]:
""" Returns the 2 upper ramp points of the main base ramp required for the supply depot and barracks placement properties used in this file. """
# From bottom center, find 2 points that are furthest away (within the same ramp)
return frozenset(heapq.nlargest(2, self.upper, key=lambda x: x.distance_to_point2(self.bottom_center)))
@cached_property
def top_center(self) -> Point2:
length = len(self.upper)
pos = Point2((sum(p.x for p in self.upper) / length, sum(p.y for p in self.upper) / length))
return pos
@cached_property
def lower(self) -> FrozenSet[Point2]:
current_min = 10000
result = set()
for p in self.points:
height = self.height_at(p)
if height < current_min:
current_min = height
result = {p}
elif height == current_min:
result.add(p)
return frozenset(result)
@cached_property
def bottom_center(self) -> Point2:
length = len(self.lower)
pos = Point2((sum(p.x for p in self.lower) / length, sum(p.y for p in self.lower) / length))
return pos
@cached_property
def barracks_in_middle(self) -> Optional[Point2]:
""" Barracks position in the middle of the 2 depots """
if len(self.upper) not in {2, 5}:
return None
if len(self.upper2_for_ramp_wall) == 2:
points = set(self.upper2_for_ramp_wall)
p1 = points.pop().offset((self.x_offset, self.y_offset))
p2 = points.pop().offset((self.x_offset, self.y_offset))
# Offset from top point to barracks center is (2, 1)
intersects = p1.circle_intersection(p2, 5**0.5)
any_lower_point = next(iter(self.lower))
return max(intersects, key=lambda p: p.distance_to_point2(any_lower_point))
raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
@cached_property
def depot_in_middle(self) -> Optional[Point2]:
""" Depot in the middle of the 3 depots """
if len(self.upper) not in {2, 5}:
return None
if len(self.upper2_for_ramp_wall) == 2:
points = set(self.upper2_for_ramp_wall)
p1 = points.pop().offset((self.x_offset, self.y_offset))
p2 = points.pop().offset((self.x_offset, self.y_offset))
# Offset from top point to depot center is (1.5, 0.5)
try:
intersects = p1.circle_intersection(p2, 2.5**0.5)
except AssertionError:
# Returns None when no placement was found, this is the case on the map Honorgrounds LE with an exceptionally large main base ramp
return None
any_lower_point = next(iter(self.lower))
return max(intersects, key=lambda p: p.distance_to_point2(any_lower_point))
raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
@cached_property
def corner_depots(self) -> FrozenSet[Point2]:
""" Finds the 2 depot positions on the outside """
if not self.upper2_for_ramp_wall:
return frozenset()
if len(self.upper2_for_ramp_wall) == 2:
points = set(self.upper2_for_ramp_wall)
p1 = points.pop().offset((self.x_offset, self.y_offset))
p2 = points.pop().offset((self.x_offset, self.y_offset))
center = p1.towards(p2, p1.distance_to_point2(p2) / 2)
depot_position = self.depot_in_middle
if depot_position is None:
return frozenset()
# Offset from middle depot to corner depots is (2, 1)
intersects = center.circle_intersection(depot_position, 5**0.5)
return intersects
raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
@cached_property
def barracks_can_fit_addon(self) -> bool:
""" Test if a barracks can fit an addon at natural ramp """
# https://i.imgur.com/4b2cXHZ.png
if len(self.upper2_for_ramp_wall) == 2:
return self.barracks_in_middle.x + 1 > max(self.corner_depots, key=lambda depot: depot.x).x
raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
@cached_property
def barracks_correct_placement(self) -> Optional[Point2]:
""" Corrected placement so that an addon can fit """
if self.barracks_in_middle is None:
return None
if len(self.upper2_for_ramp_wall) == 2:
if self.barracks_can_fit_addon:
return self.barracks_in_middle
return self.barracks_in_middle.offset((-2, 0))
raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
@cached_property
def protoss_wall_pylon(self) -> Optional[Point2]:
"""
Pylon position that powers the two wall buildings and the warpin position.
"""
if len(self.upper) not in {2, 5}:
return None
if len(self.upper2_for_ramp_wall) != 2:
raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
middle = self.depot_in_middle
# direction up the ramp
direction = self.barracks_in_middle.negative_offset(middle)
return middle + 6 * direction
@cached_property
def protoss_wall_buildings(self) -> FrozenSet[Point2]:
"""
List of two positions for 3x3 buildings that form a wall with a spot for a one unit block.
These buildings can be powered by a pylon on the protoss_wall_pylon position.
"""
if len(self.upper) not in {2, 5}:
return frozenset()
if len(self.upper2_for_ramp_wall) == 2:
middle = self.depot_in_middle
# direction up the ramp
direction = self.barracks_in_middle.negative_offset(middle)
# sort depots based on distance to start to get wallin orientation
sorted_depots = sorted(
self.corner_depots, key=lambda depot: depot.distance_to(self.game_info.player_start_location)
)
wall1: Point2 = sorted_depots[1].offset(direction)
wall2 = middle + direction + (middle - wall1) / 1.5
return frozenset([wall1, wall2])
raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
@cached_property
def protoss_wall_warpin(self) -> Optional[Point2]:
"""
Position for a unit to block the wall created by protoss_wall_buildings.
Powered by protoss_wall_pylon.
"""
if len(self.upper) not in {2, 5}:
return None
if len(self.upper2_for_ramp_wall) != 2:
raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
middle = self.depot_in_middle
# direction up the ramp
direction = self.barracks_in_middle.negative_offset(middle)
# sort depots based on distance to start to get wallin orientation
sorted_depots = sorted(self.corner_depots, key=lambda x: x.distance_to(self.game_info.player_start_location))
return sorted_depots[0].negative_offset(direction)
class GameInfo:
def __init__(self, proto):
self._proto = proto
self.players: List[Player] = [Player.from_proto(p) for p in self._proto.player_info]
self.map_name: str = self._proto.map_name
self.local_map_path: str = self._proto.local_map_path
self.map_size: Size = Size.from_proto(self._proto.start_raw.map_size)
# self.pathing_grid[point]: if 0, point is not pathable, if 1, point is pathable
self.pathing_grid: PixelMap = PixelMap(self._proto.start_raw.pathing_grid, in_bits=True)
# self.terrain_height[point]: returns the height in range of 0 to 255 at that point
self.terrain_height: PixelMap = PixelMap(self._proto.start_raw.terrain_height)
# self.placement_grid[point]: if 0, point is not placeable, if 1, point is pathable
self.placement_grid: PixelMap = PixelMap(self._proto.start_raw.placement_grid, in_bits=True)
self.playable_area = Rect.from_proto(self._proto.start_raw.playable_area)
self.map_center = self.playable_area.center
self.map_ramps: List[Ramp] = None # Filled later by BotAI._prepare_first_step
self.vision_blockers: FrozenSet[Point2] = None # Filled later by BotAI._prepare_first_step
self.player_races: Dict[int, Race] = {
p.player_id: p.race_actual or p.race_requested
for p in self._proto.player_info
}
self.start_locations: List[Point2] = [
Point2.from_proto(sl).round(decimals=1) for sl in self._proto.start_raw.start_locations
]
self.player_start_location: Point2 = None # Filled later by BotAI._prepare_first_step
def _find_groups(self, points: FrozenSet[Point2], minimum_points_per_group: int = 8) -> Iterable[FrozenSet[Point2]]:
"""
From a set of points, this function will try to group points together by
painting clusters of points in a rectangular map using flood fill algorithm.
Returns groups of points as list, like [{p1, p2, p3}, {p4, p5, p6, p7, p8}]
"""
# TODO do we actually need colors here? the ramps will never touch anyways.
NOT_COLORED_YET = -1
map_width = self.pathing_grid.width
map_height = self.pathing_grid.height
current_color: int = NOT_COLORED_YET
picture: List[List[int]] = [[-2 for _ in range(map_width)] for _ in range(map_height)]
def paint(pt: Point2) -> None:
picture[pt.y][pt.x] = current_color
nearby: List[Tuple[int, int]] = [(a, b) for a in [-1, 0, 1] for b in [-1, 0, 1] if a != 0 or b != 0]
remaining: Set[Point2] = set(points)
for point in remaining:
paint(point)
current_color = 1
queue: Deque[Point2] = deque()
while remaining:
current_group: Set[Point2] = set()
if not queue:
start = remaining.pop()
paint(start)
queue.append(start)
current_group.add(start)
while queue:
base: Point2 = queue.popleft()
for offset in nearby:
px, py = base.x + offset[0], base.y + offset[1]
# Do we ever reach out of map bounds?
if not (0 <= px < map_width and 0 <= py < map_height):
continue
if picture[py][px] != NOT_COLORED_YET:
continue
point: Point2 = Point2((px, py))
remaining.discard(point)
paint(point)
queue.append(point)
current_group.add(point)
if len(current_group) >= minimum_points_per_group:
yield frozenset(current_group)