Updates from another location
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1 changed files with 49 additions and 17 deletions
54
main.py
54
main.py
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@ -4,17 +4,21 @@ from sc2.main import run_game
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from sc2.data import Race, Difficulty
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from sc2.bot_ai import BotAI
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from sc2.units import UnitTypeId
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import math
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MAX_WORKERS = 100
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class MyBot(BotAI):
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def __init__(self):
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super().__init__()
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self.sold_townhalls = 0
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async def on_step(self, iteration: int):
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if not self.townhalls and self.already_pending(UnitTypeId.COMMANDCENTER) == 0:
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if self.can_afford(UnitTypeId.COMMANDCENTER):
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await self.build(UnitTypeId.COMMANDCENTER, near=self.start_location)
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else:
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cmd = self.structures(UnitTypeId.COMMANDCENTER)[0]
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ideal_workers = 0
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all_ideal = True
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for u in self.all_units:
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@ -23,30 +27,58 @@ class MyBot(BotAI):
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if u.ideal_harvesters != u.assigned_harvesters:
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all_ideal = False
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ideal_workers = min(MAX_WORKERS, ideal_workers)
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# if ideal_workers == MAX_WORKERS:
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# sell_cmd = self.structures(UnitTypeId.COMMANDCENTER).closest_to(self.start_location)
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# for s in (self.structures - self.structures(UnitTypeId.SUPPLYDEPOT)).closer_than(15, sell_cmd):
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# s.
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cmd = self.structures(UnitTypeId.COMMANDCENTER)[0]
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if self.workers.amount + self.already_pending(UnitTypeId.SCV) < ideal_workers:
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if self.can_afford(UnitTypeId.SCV):
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self.train(UnitTypeId.SCV, closest_to=cmd)
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elif not self.can_feed(UnitTypeId.SCV) and self.can_afford(UnitTypeId.SUPPLYDEPOT) and self.already_pending(UnitTypeId.SUPPLYDEPOT) == 0:
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await self.build(UnitTypeId.SUPPLYDEPOT, near=cmd)
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position_towards_map_center = cmd.position.towards(self.game_info.map_center, distance=5)
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await self.build(UnitTypeId.SUPPLYDEPOT, near=position_towards_map_center)
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if self.structures(UnitTypeId.BARRACKS).closer_than(10, cmd).amount + self.already_pending(UnitTypeId.BARRACKS) < 2:
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if self.can_afford(UnitTypeId.COMMANDCENTER) and self.already_pending(UnitTypeId.COMMANDCENTER) == 0 and ideal_workers < MAX_WORKERS:
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await self.expand_now()
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for cmd in self.townhalls:
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if self.structures(UnitTypeId.BARRACKS).closer_than(15, cmd).amount + self.already_pending(UnitTypeId.BARRACKS) < 2:
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if self.can_afford(UnitTypeId.BARRACKS):
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await self.build(UnitTypeId.BARRACKS, near=cmd)
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position_towards_map_center = cmd.position.towards(self.game_info.map_center, distance=5)
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await self.build(UnitTypeId.BARRACKS, near=position_towards_map_center)
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for b in self.structures(UnitTypeId.BARRACKS).closer_than(10, cmd):
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for b in self.structures(UnitTypeId.BARRACKS).closer_than(15, cmd):
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if b.is_idle:
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if self.can_afford(UnitTypeId.REAPER):
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self.train(UnitTypeId.REAPER, closest_to=cmd)
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elif not self.can_feed(UnitTypeId.REAPER) and self.can_afford(UnitTypeId.SUPPLYDEPOT) and self.already_pending(UnitTypeId.SUPPLYDEPOT) == 0:
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await self.build(UnitTypeId.SUPPLYDEPOT, near=cmd)
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position_towards_map_center = cmd.position.towards(self.game_info.map_center, distance=10)
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await self.build(UnitTypeId.SUPPLYDEPOT, near=position_towards_map_center)
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for vg in self.vespene_geyser.closer_than(10, cmd):
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if self.can_afford(UnitTypeId.REFINERY):
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if self.can_afford(UnitTypeId.REFINERY) and self.already_pending(UnitTypeId.REFINERY) == 0 and self.vespene_geyser.closer_than(10, cmd).amount > 0:
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vg = self.vespene_geyser.closer_than(10, cmd)[0]
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drone = self.workers.closest_to(vg)
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drone.build_gas(vg)
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if self.units(UnitTypeId.REAPER).closer_than(10, cmd).amount > 0 and self.units(UnitTypeId.REAPER).closer_than(10, cmd).amount % 10 == 0:
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for m in self.units(UnitTypeId.REAPER).closer_than(10, cmd):
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if self.enemy_units.amount > 0:
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target = self.enemy_units.closest_to(self.start_location)
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rally = self.units(UnitTypeId.REAPER).closest_to(target)
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if self.units(UnitTypeId.REAPER).closer_than(10, rally).amount > self.enemy_units.amount:
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for m in self.units(UnitTypeId.REAPER):
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m.attack(target)
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else:
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for m in self.units(UnitTypeId.REAPER):
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m.move(rally)
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elif len(self.blips) > 0:
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for m in self.units(UnitTypeId.REAPER):
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m.attack(sorted(self.blips, key=lambda x: math.dist(x.position, self.start_location))[0])
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elif self.units(UnitTypeId.REAPER).amount > 0 and self.units(UnitTypeId.REAPER).amount % 10 == 0:
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for m in self.units(UnitTypeId.REAPER):
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m.attack(self.enemy_start_locations[0])
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if not all_ideal:
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